userTony Fergusoncancel
reposboxcancel

843 Commits over 700 Days - 0.05cph!

12 Months Ago
Update ProjectConfig.Ident MaxLength (16 -> 32)
1 Year Ago
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
1 Year Ago
Run ServerConfig.InitClient on GameLoopStart instead of PostBootstrap - demonstrates issue #998
1 Year Ago
Optimize Input.SetupManifestData Register analogs when creating groups, instead of iterating through after we've finished
1 Year Ago
Fix up obsolete event usage in Sandbox.Game Don't pass KeyboardModifiers in input actions related methods anymore ManifestGroups cleanup
1 Year Ago
Fixed analog actions NRE caused by a silly typo
1 Year Ago
Editor: Add option to render specific thumbnail in the clothing editor
1 Year Ago
Speculative fix for sound events ran in tools
1 Year Ago
Let us show tools that only show up in non-retail mode
1 Year Ago
Adjust mixgraph to fix muffled audio
1 Year Ago
Remove Steam Audio (#990) * Removed steamaudio from soundsystem, map builder, hammer * Obsolete ReverbScale / ReverbVolume
1 Year Ago
Removed steamaudio from soundsystem, map builder, hammer Re-add fallback occlusion code Remove more references to steamaudio from vpc/gameinfo Mostly fixed up mixgraph and world sounds Obsolete ReverbScale / ReverbVolume Removed OnPhysicsLevelLoaded/OnPhysicsLevelUnloaded, unreferenced Removed unused pathing/pathvis code
1 Year Ago
Removed unused pathing/pathvis code
1 Year Ago
Removed OnPhysicsLevelLoaded/OnPhysicsLevelUnloaded, unreferenced
1 Year Ago
Mostly fixed up mixgraph and world sounds Obsolete ReverbScale / ReverbVolume
1 Year Ago
Re-add fallback occlusion code Remove more references to steamaudio from vpc/gameinfo
1 Year Ago
Removed steamaudio from soundsystem, map builder, hammer
1 Year Ago
Editor: add locally stored maps to map package selector https://files.facepunch.com/devultj/1b2511b1/sbox_DmMON8Jt0A.png
1 Year Ago
Manually register analog inputs in existing manifest groups. Fixes trigger/joysticks not working if you're using them for other actions.
1 Year Ago
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.
1 Year Ago
Set UsingController if any of our analog states are not zero length
1 Year Ago
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
1 Year Ago
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
1 Year Ago
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events. See example on sboxgame/issues/issues/3175
1 Year Ago
Editor: Add revert button to project settings, don't have to re-open menu
1 Year Ago
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.
1 Year Ago
Get rid of now invalid group source bindings
1 Year Ago
Get rid of a bunch of unused InGame actions from SteamInput manifests
1 Year Ago
Fixed Input.ClearActions not clearing correctly, now clear when summoning the escape menu Resolves sboxgame/issues/issues/3166
1 Year Ago
Made `Input.SetAction( InputAction, bool )` internal, add `Input.SetAction( string, bool )` and `Input.Clear( string )`
1 Year Ago
Input Actions https://wiki.facepunch.com/sbox/Input_System
1 Year Ago
Return keyboard code directly in GetButtonOrigin - fixes glyphs
1 Year Ago
ShaderGraph: Sort recent files in reverse, so newest floats to the top of list
1 Year Ago
Control open/closing main menu from only managed
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png Documentation pass on all new input action classes If input actions use the same keyboard code, process all of them instead of just the first action we find. Regenerate SteamInput manifest when we update input actions via Project Settings, so you don't have to restart the game Don't try to generate manifest entries when gamepad code hasn't been set Improve action editor flow - allow user to set name of input action before creating it https://files.facepunch.com/devultj/1b1411b1/sbox_PAW03WHtVM.png Expose Left Shift, Alt, Ctrl codes as usable by games Editor: Fix layout getting screwed up when adding/removing actions (cheers @cr4yz) Fixed buttons w/ keyboard modifiers activating when no keyboard modifiers are pressed Better fix for the previous commit, and stops instances of buttons getting stuck as pressed For now, only pump input action events when we don't need keyboard input for UI - in the future we'll ideally have an action set for the UI layer for games. This fixes input actions firing when pointer-events are enabled. Add MouseCode, support being able to pick a mouse button for an input action - support keyboard modifiers with them (shift + right click, stuff like that) If we have pointer events in MenuDll, don't pass down mouse click events to ClientDll Strip keyboard modifiers for buttons that are actual keyboard modifiers - fixes Ctrl, Alt, Shift actions not functioning. Might be better to handle this in native inputsystem instead. Update InputPage to use ExpandGroup and not my own implementation of what is pretty much the same thing Make standard ExpandGroup toggle require left mouse click, not any (useful for when you've got a context menu) Fixed InputActionPanel not updating title on rename Remove stretch cell from actions tree footer, add label to the button that adds actions Make input actions case insensitive when grabbing index Warn users when they try to evaluate input actions that don't exist Made Input.GetButtonOrigin( string action ) case insensitive, and warn if we couldn't find an action Add data annotation to InputAction.Name, no special characters or spaces Work on restyling actions editor page https://files.facepunch.com/devultj/1b0111b1/sbox_KuuMG1jZ7f.png Group MouseCode + KeyboardCode together, show friendly enum names for codes Don't use ordinal directions for dpad gamepad codes, use up/down/left/right Refactor how we collect info for SteamInput manifests - triggers behave differently to other buttons, and are only specified as individual trigger buttons in group source bindings - now we return everything correctly. https://files.facepunch.com/devultj/1b0111b1/steamwebhelper_o7KhdJHyKI.png Let's see what happens when we forward all InputButtons to use Actions - this doesn't include generating a default action set yet Fixed menu not compiling Pack input actions into InputActionSettings class, add UseDefaultActions Proof of concept of creating default input actions for games. I think it's too magic though. We should just add all of the common inputs when you open the editor window. Remove TryCreateDefaultActions, just create default actions in Editor InputPage if we have no actions Refactor, register common actions if we don't have any defined in a project Add missing "View" common input Add support for Left/Right joystick clicks as actions Set Run/View gamepad codes since it's supported now Don't bother matching modifiers if there aren't any on the current action Separate Left/Right menu switches, add support for "Menu" legacy action Re-add ClearButtons but mark it as obsolete so we don't break current packages Missed another method here Add BaseWindow.OnWindowClosed event Update action when edit window gets closed, add border to actions with no button defined Minor cleanup Make obsolete ClearButtons clear actions for now UsingController reports correct info again. remove LastInputWasController
1 Year Ago
Add support for declaring BindComponent properties that include disabled components w/ `[BindComponent( IncludeDisabled = true )]`
1 Year Ago
Editor: When adding a project from file, open editor preferences addon location
1 Year Ago
Remove a camera's RenderHooks when it's destroyed - fixes effects lingering in other games
1 Year Ago
When breaking a prop, play breaksound from the root physics body if we have one https://files.facepunch.com/devultj/1b0511b1/sbox_N8dwUF251P.mp4
1 Year Ago
UsingController reports correct info again. remove LastInputWasController
1 Year Ago
Make obsolete ClearButtons clear actions for now
1 Year Ago
Minor cleanup
1 Year Ago
Add BaseWindow.OnWindowClosed event Update action when edit window gets closed, add border to actions with no button defined
1 Year Ago
Missed another method here
1 Year Ago
Re-add ClearButtons but mark it as obsolete so we don't break current packages
1 Year Ago
Separate Left/Right menu switches, add support for "Menu" legacy action
1 Year Ago
Let's see what happens when we forward all InputButtons to use Actions - this doesn't include generating a default action set yet Fixed menu not compiling Pack input actions into InputActionSettings class, add UseDefaultActions Proof of concept of creating default input actions for games. I think it's too magic though. We should just add all of the common inputs when you open the editor window. Remove TryCreateDefaultActions, just create default actions in Editor InputPage if we have no actions Refactor, register common actions if we don't have any defined in a project Add missing "View" common input Add support for Left/Right joystick clicks as actions Set Run/View gamepad codes since it's supported now Don't bother matching modifiers if there aren't any on the current action
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png Documentation pass on all new input action classes If input actions use the same keyboard code, process all of them instead of just the first action we find. Regenerate SteamInput manifest when we update input actions via Project Settings, so you don't have to restart the game Don't try to generate manifest entries when gamepad code hasn't been set Improve action editor flow - allow user to set name of input action before creating it https://files.facepunch.com/devultj/1b1411b1/sbox_PAW03WHtVM.png Expose Left Shift, Alt, Ctrl codes as usable by games Editor: Fix layout getting screwed up when adding/removing actions (cheers @cr4yz) Fixed buttons w/ keyboard modifiers activating when no keyboard modifiers are pressed Better fix for the previous commit, and stops instances of buttons getting stuck as pressed For now, only pump input action events when we don't need keyboard input for UI - in the future we'll ideally have an action set for the UI layer for games. This fixes input actions firing when pointer-events are enabled. Add MouseCode, support being able to pick a mouse button for an input action - support keyboard modifiers with them (shift + right click, stuff like that) If we have pointer events in MenuDll, don't pass down mouse click events to ClientDll Strip keyboard modifiers for buttons that are actual keyboard modifiers - fixes Ctrl, Alt, Shift actions not functioning. Might be better to handle this in native inputsystem instead. Update InputPage to use ExpandGroup and not my own implementation of what is pretty much the same thing Make standard ExpandGroup toggle require left mouse click, not any (useful for when you've got a context menu) Fixed InputActionPanel not updating title on rename Remove stretch cell from actions tree footer, add label to the button that adds actions Make input actions case insensitive when grabbing index Warn users when they try to evaluate input actions that don't exist Made Input.GetButtonOrigin( string action ) case insensitive, and warn if we couldn't find an action Add data annotation to InputAction.Name, no special characters or spaces Work on restyling actions editor page https://files.facepunch.com/devultj/1b0111b1/sbox_KuuMG1jZ7f.png Group MouseCode + KeyboardCode together, show friendly enum names for codes Don't use ordinal directions for dpad gamepad codes, use up/down/left/right Refactor how we collect info for SteamInput manifests - triggers behave differently to other buttons, and are only specified as individual trigger buttons in group source bindings - now we return everything correctly. https://files.facepunch.com/devultj/1b0111b1/steamwebhelper_o7KhdJHyKI.png
1 Year Ago
Don't bother matching modifiers if there aren't any on the current action
1 Year Ago
Add support for Left/Right joystick clicks as actions Set Run/View gamepad codes since it's supported now