1,004 Commits over 914 Days - 0.05cph!
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
Clear current stack trace entry when clearing the console
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Kill StatusBarLog after some time, based on LogEvent level
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
Pass streamer events to IGameMenuDll
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
Let speech recognition API work in GameMenu realm
TTS: Expose voice selection to Synthesizer
+ Synthesizer.InstalledVoices
+ Synthesizer.TrySetVoice( string name )
+ Synthesizer.TrySetVoice( string gender, string age )
Added ProjectedDecalSceneObject
- Removed SceneWorld related methods in DecalSystem that I added previously
- Doesn't support receiving lightmap info (yet)
Scaffold out CProjectedDecalSceneObject
Add ProjectedDecalSceneObject to managed, register handle
More work getting new sceneobject to parity with old system (still invisible)
Get rid of test code
Pass size through to decal update, prep some of the older attributes for baked lighting
Move decal attribute stuff into managed
Validity check
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Cleanup, update flags based on material
Remove unused file
Docs for ProjectedDecalSceneObject
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Validate material
Don't need this transform code
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
Scaffold out CProjectedDecalSceneObject
Add ProjectedDecalSceneObject to managed, register handle
More work getting new sceneobject to parity with old system (still invisible)
Get rid of test code
Pass size through to decal update, prep some of the older attributes for baked lighting
Move decal attribute stuff into managed
Validity check
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Cleanup, update flags based on material
Remove unused file
Docs for ProjectedDecalSceneObject
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Validate material
Don't need this transform code
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
Add longer timeout for Sandbox.Http
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
Add Speech.Synthesizer.WithRate to specify speed of speech. Added Synthesizer.OnVisemeReached which gives the user data on the sound's visemes
Viseme data here doesn't hook into anything right now.
Moved Sandbox.SpeechRecognition to Sandbox.Speech.Recognition, removed obsoletes
Forgot to rename SpeechRecognition.Reset to Speech.Recognition.Reset
Add basic text to speech support using System.Speech.Synthesis
- Use Sandbox.Speech.Synthesizer to build your text to speech sound and play it
- This probably doesn't work with Proton
Validate material
Don't need this transform code
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Docs for ProjectedDecalSceneObject
Cleanup, update flags based on material
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Move decal attribute stuff into managed
Pass size through to decal update, prep some of the older attributes for baked lighting
Scaffold out CProjectedDecalSceneObject
Add ProjectedDecalSceneObject to managed, register handle
More work getting new sceneobject to parity with old system (still invisible)
Get rid of test code
Plumb in a fix for EntityPrefabEditor entity selection
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
Editor.Animate promoted to public
BoolControlWidget: don't propagate mouse press to parent widgets
Added path for updating audio listener outside of client gameloop
Add Decal.Place( SceneWorld, ... )
Testing method for creating a decal in scene worlds
Testing method for creating a decal in scene worlds
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
Editor: Add inline text editing for input action name and group
https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
Ensure Account.Memberships is not null, cleans up having to validate it everywhere
Groundwork for starting the game without connection to steam servers / our API
AssetBrowser: Only show cloud tab if we're connected
Add a hint to editor window title to dictate if we're in offline mode
UI: Replace content on Home/GameList with a hint if we're not connected to the Api
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
Small JumpList refactor, update JumpList when activating game project
- Removed JumpListManager
- Moved all JumpList stuff into Sandbox.Engine
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
Add adjustable analog sensitivity for UI
Kill controller input system if we run out of gamepads to use
General cleanup, remove unused ControllerOverlay panel
Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist
Don't run ControllerInput.Tick at all if we don't have a controller