612 Commits over 884 Days - 0.03cph!
Add Panel.GetTransformPosition( Vector2 )
Add mask to package screenshots modal
Remove SetMaskAngle debug log
Always allow mouse-related actions to "release" when UI pops up, but don't allow new presses. Matches keyboard behavior more closely. #1004
Fixed hair_longbrown_covered_test being able to be worn with other hair/hats
Fixed another InputActions NRE
Fix InputActions NRE if ServerConfig hasn't loaded by the time ServerInformation is recv'd
Update ProjectConfig.Ident MaxLength (16 -> 32)
Run ServerConfig.InitClient every time the game loop starts, as opposed to on bootstrap - when we kill stringtable pointers on shutdown, we unsubscribe any existing events, making input actions fall out of sync when joining another game. See #998
Optimize Input.SetupManifestData
Register analogs when creating groups, instead of iterating through after we've finished
Fix up obsolete event usage in Sandbox.Game
Don't pass KeyboardModifiers in input actions related methods anymore
ManifestGroups cleanup
Fixed analog actions NRE caused by a silly typo
Editor: Add option to render specific thumbnail in the clothing editor
Speculative fix for sound events ran in tools
Let us show tools that only show up in non-retail mode
Adjust mixgraph to fix muffled audio
Remove Steam Audio (#990)
* Removed steamaudio from soundsystem, map builder, hammer
* Obsolete ReverbScale / ReverbVolume
Editor: add locally stored maps to map package selector https://files.facepunch.com/devultj/1b2511b1/sbox_DmMON8Jt0A.png
Manually register analog inputs in existing manifest groups. Fixes trigger/joysticks not working if you're using them for other actions.
Refactor our SteamInput layer for input actions - we're no longer using an action set layer since we've eliminated the whole InGame action set. Actions and analog inputs on the same group don't play so well currently, so that's next.
Set UsingController if any of our analog states are not zero length
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events.
See example on sboxgame/issues/issues/3175
Editor: Add revert button to project settings, don't have to re-open menu
Editor: Add confirmation window to input settings when deleting actions
Might be better to have a revert changes button for project settings as a whole, but this is probably fine for now.
Get rid of now invalid group source bindings
Get rid of a bunch of unused InGame actions from SteamInput manifests
Fixed Input.ClearActions not clearing correctly, now clear when summoning the escape menu
Resolves sboxgame/issues/issues/3166
Made `Input.SetAction( InputAction, bool )` internal, add `Input.SetAction( string, bool )` and `Input.Clear( string )`
Input Actions https://wiki.facepunch.com/sbox/Input_System
ShaderGraph: Sort recent files in reverse, so newest floats to the top of list
Add support for declaring BindComponent properties that include disabled components w/ `[BindComponent( IncludeDisabled = true )]`
Editor: When adding a project from file, open editor preferences addon location
Remove a camera's RenderHooks when it's destroyed - fixes effects lingering in other games
When breaking a prop, play breaksound from the root physics body if we have one https://files.facepunch.com/devultj/1b0511b1/sbox_N8dwUF251P.mp4
Give menu addon an asset path again
Fixed project templates listview getting cut off https://files.facepunch.com/devultj/1b3011b1/HVoY9GSNkU.png
Mark some of our base libraries without HasAssets, hide them in asset browser - I'm not too sure about including base just yet
Remove large_crate assets
Prefabs: Add Scale control to Root Entity and don't reset it back to 1 when opening editor https://files.facepunch.com/devultj/1b2611b1/sbox_IEHx2r0LU0.mp4
Editor: Seek for .vmap, not .vpk - also strip .vmap from name if it's found when trying to play from a launch configuration
Editor: PackageSelector shows text explicitly if we've picked a vpk, or are using <empty> for maps https://files.facepunch.com/devultj/1b1311b1/sbox_0VDj0FzBtZ.png
Menu: Add package_background fallback image for EventWidget
Menu: Fix NewsWidget NRE if we've found no blogs (for if we have ingoing or outgoing connection problems)
PrefabEditor: Categorize inspector properties by CategoryAttribute, where uncategorized entries float to the top https://files.facepunch.com/devultj/1b1311b1/devenv_QqSMMmeJMz.png
PrefabEditor: Added ScrollArea to both entity / component property inspectors https://files.facepunch.com/devultj/1b1311b1/sbox_haO3R72BW6.png
ModelDoc: fixed crash when clicking any node
Prefabs: Split up tags when adding them, resolves tags from prefab entities being grouped as one
Editor: Fix PackageSelector showing all asset types when trying to filter games. Resolves sboxgame/issues/issues/2811
If project is an addon, add package.base to compiler - lets people use stuff from base in their addons