1,004 Commits over 914 Days - 0.05cph!
Tools: Expose ScrollArea.MakeVisible( Vector3 )
Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982
Scroll back to the top when rebuilding InputPage
Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097
Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100
Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109
Revert 7e8268d0ca, it was causing issues when selecting every other GameObject node, I don't understand what it's trying to do 🙊
Fixed SceneInformation not saving SceneTags metadata
Address case when trying to package.GetMeta<string> something that isn't a string, to ensure backwards compatibility
- Resolves legacy game issue where InputSettings has not been moved to Input.config
- Output a warning if we fail, instead of hiding it
Editor: adjust minimum/maximum camera speed (8 -> 100), determine increment/decrement based on current speed instead of flat rate
Organisation -> Organization where necessary
Resolves Facepunch/sbox-issues#6822
Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998
https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4
Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002
Update default JSON ignore condition to use JsonIgnoreCondition.Never
Resolves Facepunch/sbox-issues#6995,
Resolves Facepunch/sbox-issues#6953,
Resolves Facepunch/sbox-issues#6349
Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename
AssetBrowser: stopped pinned asset bricking the whole sidebar
AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset
Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704)
- Also tracking pressed controller buttons now
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything
- Also tracking pressed controller buttons now
Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything
- Also tracking pressed controller buttons now
Clear out unused InputManifestTemplate ItemGroup in Sandbox.Game
PanelTraversalSystem: Refactor root panel focus, in case a modal pops up in the way, or any other overlay
Can pop modals
PanelTraversalSystem: pop modal one-by-one if hitting B on controller
Broke input actions, whoops
PanelTraversalSystem: Refactor, no more block size, don't use GetPanelsAt, filter root panel descendants by on-screen, eligible panels, then rate them
ControllerInput: don't use input actions because they change game to game, use raw buttons
https://files.facepunch.com/tony/1b0611b1/sbox_6PTr7T3esQ.mp4
Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539
https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4
Break properly when clicking simulated mouse, so we don't interact with every rootpanel, now it's ordered properly
Priority Refactor, didn't make much sense to do it this way
Adhere to RootPanel Priority when rendering overlays
VirtualCursorSystem - work relative to screen size
Clickable class is prioritized, fix modal system NRE, reduce panel traversal block size
Improve Bootstrap::Init error output to show diagnostic errors if they exist - we get a lot of users asking about this, and the original exception is not very useful
https://files.facepunch.com/tony/1b0411b1/sbox-dev_GUQ7oMB8Eh.png
Get shortest SourceLocation path when setting TypeDescription.SourceLine/File
- This should've been the original fix for opening code files that have partial class defs
Get rid of my partial class check for SourceLocation codegen, it's actually the culprit for Facepunch/sbox-issues#6753 - re-publish your game and it'll be fine
Use [FontName] for TextRendering.Scope, resolves Facepunch/sbox-issues#6752
https://files.facepunch.com/tony/1b3111b1/sbox-dev_VBbuYDiPZN.png
We shouldn't need these SteamInput files anymore
Close modals if we hit back button
Update Input.config for menu project
Process inputs in the menu
Post-rebase compile fixes
Add gamepad navigation support to main menu UI and game menu UI
- Virtual cursor system
- Panel traversal system
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Demote some new stuff from being public
Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
GameManager -> Game
Use input actions instead of now gone digital action state stuff
Remove unused code
Remove IGameInstance.InputSettings (not used)
Push menu inputs when we don't have an input config to read
Fixed editor error w/ InputSettings.Actions
Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653
https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4
Add "Set to None" option to InputActionControlWidget
https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser
Resolves Facepunch/sbox-issues#6614