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1,004 Commits over 914 Days - 0.05cph!

1 Year Ago
Menu: Fix NewsWidget NRE if we've found no blogs (for if we have ingoing or outgoing connection problems)
1 Year Ago
PrefabEditor: Categorize inspector properties by CategoryAttribute, where uncategorized entries float to the top https://files.facepunch.com/devultj/1b1311b1/devenv_QqSMMmeJMz.png
1 Year Ago
PrefabEditor: Added ScrollArea to both entity / component property inspectors https://files.facepunch.com/devultj/1b1311b1/sbox_haO3R72BW6.png
1 Year Ago
ModelDoc: fixed crash when clicking any node
1 Year Ago
Prefabs: Split up tags when adding them, resolves tags from prefab entities being grouped as one
1 Year Ago
Editor: Fix PackageSelector showing all asset types when trying to filter games. Resolves sboxgame/issues/issues/2811
1 Year Ago
If input actions use the same keyboard code, process all of them instead of just the first action we find.
1 Year Ago
Documentation pass on all new input action classes
1 Year Ago
Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png
1 Year Ago
Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now
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
1 Year Ago
Default to FullPress activator if we didn't specify a default activator
1 Year Ago
Made OnButton internal while we're at it
1 Year Ago
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.
1 Year Ago
Code cleanup, made a bunch of stuff internal
1 Year Ago
Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor
1 Year Ago
Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png
1 Year Ago
Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png
1 Year Ago
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.
1 Year Ago
If project is an addon, add package.base to compiler - lets people use stuff from base in their addons
1 Year Ago
Simplify LobbyFrontPage flow, clicking game / map will open their browsers
1 Year Ago
ButtonGroup: Don't throw if we can't find a button to pick while setting up initial render tree
1 Year Ago
Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png
1 Year Ago
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
1 Year Ago
Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput
1 Year Ago
Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly
1 Year Ago
Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included
1 Year Ago
Revert ButtonCode access modifier change for now
1 Year Ago
Make ButtonCode internal again
1 Year Ago
Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions
1 Year Ago
Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context
1 Year Ago
Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll
1 Year Ago
Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png
1 Year Ago
Add Sound.IsPlaying, Obsolete Sound.Finished
1 Year Ago
Populate ServerInformation fields for ServerDll (ServerTitle. MaxPlayers), fixes sboxgame/issues/issues/2864
1 Year Ago
Can click entire LobbyMember row to show friend popup
1 Year Ago
Rough test to see what a behavior tree editor could look like. Shouldn't be using the graph API for this, it's not a graph. Also shouldn't be storing as a string in the asset..
1 Year Ago
Launcher: When using a generated game config, make use of its MaxPlayers
1 Year Ago
On SteamMatchmaking_OnLobbyGameCreated, leave current GameLobby, should resolve players getting booted out of newly created games one by one
1 Year Ago
Use text-overflow in has-latest ChatEntry, fixes user messages spanning the whole screen :flushed: https://files.facepunch.com/devultj/1b1711b1/sbox_RQipXQ40dm.png
1 Year Ago
Tools: Support `Editor( "tags" )` which internally uses TagEdit - and give TagEdit a default convertor if one is not set
1 Year Ago
Use TagEdit on entity inspector https://files.facepunch.com/devultj/1b1711b1/sbox_4i2cOMCa2n.png
1 Year Ago
Project Creator: When creating project from template, exclude directories starting with period (.git, .vs, etc) while making sure to include .localization
1 Year Ago
Add IComponent.Name, set it when deserializing prefabs (since we're storing names already) - fall back to DisplayInfo name if not set / created in code. Use IComponent.ToString for EntityList.ComponentNode
1 Year Ago
Use GetVersionHistory endpoint Add Version History to GameScreen https://files.facepunch.com/devultj/1b1411b1/sbox_o55nMEKPB4.jpg
1 Year Ago
Make sure FriendEntry Status doesn't get too long - made some minor style changes to FriendList
1 Year Ago
Make the party owner send a command to their party when creating / joining a game lobby. Party members will then try to join that lobby
1 Year Ago
Don't set "lobby" presence data for parties, since we're using this to join games / game lobbies, it'd show up for parties and upon joining would break your state
1 Year Ago
Make sure anyone who isn't the lobby owner can't kick members