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840 Commits over 670 Days - 0.05cph!

1 Year Ago
Reduced fog on the avatar scene a bit, added orbit distance lerp
1 Year Ago
Set default font size for base style textentry Resolves sbox-issues#2094
1 Year Ago
Fixed "empty" pseudo-class being inverted
1 Year Ago
Updated icon for 'updated recently' Grouped information section entries
1 Year Ago
Fixed "empty" pseudo-class being inverted
1 Year Ago
Display recently updated on the game icon again
1 Year Ago
Make the category list less wide
1 Year Ago
Use Package.Org.Title on author name Update GameList category style, ToolBar style
1 Year Ago
Update game icon style Fix favourite game icons showing new elements Update control mode button style
1 Year Ago
Update game logo size, restyled favourite & thumbs
1 Year Ago
Fix filter for addon switcher
1 Year Ago
Don't set gamemode convar on launcher's SetActiveConfig
1 Year Ago
Fix "Assembly with same name is already loaded" caused by release mode compiling with non-unique assembly names. This is still the case when publishing to backend, and is intended
1 Year Ago
Fixed ErrorList margins, given more space for item text
1 Year Ago
Add Game Category to project settings
1 Year Ago
Update Templates ListView so the scrollbar isn't always showing
1 Year Ago
Add Control Modes to Project Settings - Add Input page to project settings, set up ControlModes meta - Use generated input tags in GameScreen/GameList - Update WarningBox to support one-line widgets https://files.facepunch.com/devultj/1b2511b1/sbox_igBwGDMiev.png
1 Year Ago
Add display name to ControlModeSettings.Keyboard
1 Year Ago
Use generated input tags in GameScreen/GameList
1 Year Ago
Add Input page to project settings, set up ControlModes meta Update WarningBox to support one-line widgets Could probably do this a better way
1 Year Ago
Only include enabled addons in VSCode
1 Year Ago
Try to fix VSCode support by wrapping launch arguments in quotes
1 Year Ago
Add Release Mode option to compiler settings
1 Year Ago
Add "Copy Path" to asset inspector header menu
1 Year Ago
Use .addon for project templates - Removed template.json. - Use AddonConfig meta to show information in the addon creator dialog. - Allows template creators to set up any information for their addon to be passed to newly created addons.
1 Year Ago
Audio changes * Remove view entity sound bias, always 12u in front without the pitch issues * Update carpet materials to use carpet surface * Update concrete materials to use concrete surface * Base reverb volume reduced drastically
1 Year Ago
Remove view entity sound bias, always 12u in front without the pitch issues Update carpet materials to use carpet surface Update concrete materials to use concrete surface Base reverb volume reduced drastically
1 Year Ago
Base reverb volume reduced drastically
1 Year Ago
Update concrete materials to use concrete surface
1 Year Ago
Update carpet materials to use carpet surface
1 Year Ago
Remove view entity sound bias, always 12u in front without the pitch issues
1 Year Ago
Fixed package meta deserialization for enum values Solves collision matrix info not loading on remote packages
1 Year Ago
Actually fix launch config cookie being stomped..
1 Year Ago
Set AddonProperty Value on return pressed, fixes write-ins
1 Year Ago
Revert my ComboBox action change, add ComboBox.InvokeSelected Use InvokeSelected in Launcher, fixes cookie being stomped
1 Year Ago
Fixed Combobox actions not calling when setting up items
1 Year Ago
Launcher: Empty value targets <empty> instead of "", use config.TryGetMeta
1 Year Ago
Launcher: Clear ListView selection on refresh, so we're not selecting multiple items Games with "Empty Map" are supported by Launcher
1 Year Ago
Clean up AddonProperty, support Empty Map as a map option Fixed disabled addons showing up on AddonProperty's Package list
1 Year Ago
Add ComboBox.Count If we've got absolutely no valid configs, generate one
1 Year Ago
Remove minimum size from launcher, add margin, validate SelectedConfig when buttons get updated
1 Year Ago
Launcher (#355) * Add Launcher widget to the Editor, lists active addons for you to launch into without having to use the main game UI * Can also create your own configs * Set active gamemode on launcher config update - Hammer "Load in engine after building" will pick from Launcher https://files.facepunch.com/devultj/1b1211b1/178105449-7c4e6231-3c2a-4567-b0af-5aed3799578e.mp4
1 Year Ago
Fixed ConfigEditor viewing configs twice on startup We've already got the newly added config here, don't bother with Configs.Last
1 Year Ago
Set active gamemode on launcher config update Hammer "Load in engine after building" will pick from Launcher this way
1 Year Ago
Remove duplicate PropertyUpdated
1 Year Ago
Reserve launcher toolbar in EditorMainWindow Add launcher widget, remake it and add to toolbar on refresh First draft for launch config editor UI Pass toolbar ref through event instead of exposing singleton Remove ConfigListView, ConfigPropertySheet, start writing configs to cookie https://files.facepunch.com/devultj/1b0311b1/sbox_7WhaYhvFjc.mp4 Can generate launch configs from addon configs Toolbar grabs launch configs + analyses enabled addons, hook up play/stop buttons Add PropertySheet.PropertyUpdated Remove Auto prefix from generated options, give them icons instead Remove unnecessary layout on LaunchConfigEditor Fixes "Attempting to add QLayout" warning every time it's being made Update launcher combobox style, button style, clean up Fixed launch combo box vertical alignment Persist the last selected config and select it on load Stop selecting multiple list view items, scroll to item if possible Additionally, select our new config when creating it Reserve launcher toolbar in EditorMainWindow First draft for launch config editor UI Pass toolbar ref through event instead of exposing singleton Remove ConfigListView, ConfigPropertySheet, start writing configs to cookie https://files.facepunch.com/devultj/1b0311b1/sbox_7WhaYhvFjc.mp4 Toolbar grabs launch configs + analyses enabled addons, hook up play/stop buttons Add PropertySheet.PropertyUpdated Moved Tools toolbar to the left of the Editor Removed settings button, embed it in the combo box list Also added a check to ensure we're not displaying content/tool/model addons in generated configs Removed unused code, cleanup Add InGame, MapName, GameIdent to Tools.Globals Inform tools when game loop starts / ends Update Launcher icons on gameloop update Stop button gets disabled when it's not needed, play button turns into a restart button when in-game Execute Config.PostLaunchCommands on gameloopstart OnGameLoopStart -> OnGameLoopStarted Launch Configs read addon metadata for compatible maps/games Cleanup Remove args from OnGameLoopStopped, as they're not needed Re-add icons to generated configs, add Generated suffix Give display names to game / map, renamed MapIdent to MapName Moved config name outside of Identity section Pre/PostLaunchCommands as string, split by semi-colon params Add footer with save/discard buttons to config editor Add static AddonConfig.GetPackageType so we can convert anywhere Added addon editor properties, and addon selector window We've got a few windows that are doing the same thing here, so I'm gonna look into unifying it shortly. https://files.facepunch.com/devultj/1b0711b1/sbox_ICOQ0r16AU.mp4 Use package information for local addons where possible Don't query local addons in OnPaint, use Package.IsRemote Grey out Save button by default Refresh config list when local addons are changed Add IntSliderProperty Clamp LaunchConfig.MaxPlayers Fix error when commands are null Focus AddonSelector search filter when it opens Changed AddonProperty to LineEdit to support write-ins, made LineEdit.Value virtual Only show launcher refresh icon when the current game matches the selected configuration
1 Year Ago
Only show launcher refresh icon when the current game matches the selected configuration
1 Year Ago
Changed AddonProperty to LineEdit to support write-ins, made LineEdit.Value virtual
1 Year Ago
Focus AddonSelector search filter when it opens
1 Year Ago
Force EditorWindow resize when editor is first shown Resolves odd windowed state when the editor boots up. There has to be a better way to handle this.