612 Commits over 884 Days - 0.03cph!
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
Improve LoadGlyphTexture logic
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files
Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
Game Controllers using SDL2 (#1509)
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
Fix NRE when running Game.Close in the editor
Toggle play when running Game.Close in the editor
Better warning if we can't find ITagset
Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
Fixed delete prompt having no content
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
Resolve sbox-issues/issues/5171 by making dragValue match
Can drop into hierarchy (resolves Facepunch/sbox-issues#4453)
F1 console: copy exception stack to clipboard when clicking entry (resolves Facepunch/sbox-issues#5038)
Add scroll area to EnumControlWidget
Update IntegerControlWidget label color
GameManager -> Game
Populate some missing TypeSerializedField virtuals (fixes Facepunch/sbox-issues#5042)
Support serializing field containers
Fix Facepunch/sbox-issues#5048, Facepunch/sbox-issues#5044
Scope to the active scene when running commands
Tentative fix for Facepunch/sbox-issues#5021
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
Signal value changes for ResourceControlWidget too
Signal value changes for GameObjectControlWidget
Compile GameResource if their source changes (external changes, disk saving)
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
Fix NRE when trying to access Game.Overlay stuff without a modal system
When cloning a GameObject, inherit name (unique) from source
Don't prompt scene saving for editor sessions that are GameEditorSession
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
Translation.TryConvert can perform implicit conversions
Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664
https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
Don't update Project.LastOpened when adding it from file
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
AssetBrowser: Add "Delete Folder" option to Folders
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
Make shortcuts very obvious by including them in tooltips
SceneTabList: middle mouse destroys scene session
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
Launcher: creating a new project uses Ident as the folder name instead of Title
Add up/down movement to gizmo FirstPersonCamera
Fixed Input.Released being stomped by controller input
Comment out DISABLE_VK_LAYER_VALVE_steam_overlay_1 for now, it was disabling SteamInput (god knows why)
Add Reset to Default support for ControlSheet properties
https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
Add EditorHandle for TextRenderer
https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
Make a deep copy when getting common inputs
Remove NetAttribute, LocalAttribute, PredictedAttribute (unused)
Scope to active scene time when ticking panels
"disconnect" now behaves closer to Source, by closing your game if it's not networked