1,004 Commits over 914 Days - 0.05cph!
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599
Add EditorUtility.RestartEditor, RestartEditorPrompt
Add editor prompt which restarts the editor when changing parent game / target game
Fixed input settings not being applied in subsequent games (d'oh)
Add JsonUpgrader support to ConfigData - will be using this for Input config updates
Split out InputSettings into Input.config - backwards compatible
Rotation can parse from serialized Angles, resolves Facepunch/sbox-issues#6085
Editor: add ability to define launch arguments for new game instances, resolves Facepunch/sbox-issues#6095
Resolve Facepunch/sbox-issues#5844 - Input.ReleaseAction/Actions should work across contexts
Expose physics substeps control to scene inspector, resolves Facepunch/sbox-issues#6480
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
Add command line switch for opening a game on startup (currently opens the game modal)
Fixed inconsistent padding on header bar between LeftCenter and Center layouts
Update ITagSet to have more consistent HasAll/HasAny overloads, resolves Facepunch/sbox-issues#5023
Add try catch to Language.AddFile, output exception and file path so users can track down the problem, resolves Facepunch/sbox-issues#6478
External change detection for scenes and prefabs use the source, should resolve messy external change detection, especially on new projects
Game controller rewrite (#1664)
You shouldn't experience anything different other than you shouldn't run into any problems. Let's see how long that lasts 👀
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4
Static initializer in CGameController instead of CInputSystem
If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
WIP rewrite, no CGameController, pass SDL handle to managed and fetch data through it, just need to restore rumble/sensors/LED
Implement controller closing
Restore LED/Rumble/Sensors
Way more sane controller closure
Set default LED colors
More useful logs
Initialize use of gyro/accelerometer sensors in native
Initialize use of gyro/accelerometer sensors in native
WIP rewrite, no CGameController, pass SDL handle to managed and fetch data through it, just need to restore rumble/sensors/LED
Implement controller closing
Restore LED/Rumble/Sensors
Way more sane controller closure
Set default LED colors
Add some protection when opening CGameController, don't open from constructor, add static initializer for controller which can return null if something went wrong, also, don't use a fixed-size array for controllers, so we're not hard-capped at 4
Static initializer in CGameController instead of CInputSystem
If SetLEDColor failed somehow, managed LEDColor would be out of sync - but this is gonna get redone soon anyway..
hammer: Don't append to EditorReferences when gathering them, start again from scratch - helps clearing out old refs that a map might not rely on anymore
Support empty <style> block in .razor files
Resolves Facepunch/sbox-issues#2725
Fixed motion data returning crazy values if something went wrong, or we don't have the hardware
Stop-gap fix until I suss out why maps are referencing their own game projects, and having projects download their cloud version on startup
Made some changes to how we're loading remote packages from map file references, do it on project startup instead of when opening map, removed AssetResolverWindow as it's not needed anymore. Will keep an eye on this
This should resolve issues when using remote packages in hammer maps
- Everything would be an error until you opened the map in hammer
- On restart, a big majority of the assets would get cleared out and you'd have to re-open in hammer again
- Hammer should open maps with lots of references faster (Construct 3 mins to 20 seconds, HC1 Refinery 2 mins to 15 seconds)
Fix toggle global space shortcut type
Don't normalize AnalogMove when using a gamepad... so it's actually analog
Recompile vertex_color shader, fixes some fog issues we were having
https://files.facepunch.com/tony/1b1511b1/sbox-dev_kRzQ31t3HW.jpg
Default prefab save directory is the assets root, not the project root
Make AE_CL_BODYGROUP_SET_VALUE work
Clear usage data on list update
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Add a bit of failure protection in CInputSystem::AddGameController - with intent to rewrite this
Add preview icon to clothing resources in the asset browser
This caused more problems than it solved
Default sort to popular, matches backend
Close package modal if we try to open the same one again
Hide library projects from template list
Don't use internal message type for changing level
Fixed retry logic
Docs
Support more than 1 gamepad input action with the same button
This should solve the uploader problems for games above 2.14 GB
Fixed GameObjectHeader NRE in prefabs
Revert "Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist" - causes issues for prefabs on boot
Don't create an empty gameobject when getting a cached scene if the prefab doesn't exist
When host loads a new scene, send a message, and have all connections reconnect to the game. We'll do this in a much better way later on
Set "order" facet if we haven't already, resolves Facepunch/sbox-issues#5801
Re-add library template (couldn't create from Library Manager), resolves Facepunch/sbox-issues#5811
Package.Url points to sbox.game, closes Facepunch/sbox-issues#5838