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835 Commits over 670 Days - 0.05cph!

3 Months Ago
Use TextAreaAttribute for TextRenderer
3 Months Ago
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
3 Months Ago
Update DecalRenderer SceneObject when Size / Material is changed programmatically
3 Months Ago
Convert ComponentTypeSelector TextEdit to LineEdit
3 Months Ago
Change save dialog width and change the icon
3 Months Ago
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
3 Months Ago
Fixed VS Code open file, now opens code workspace at specific path/line/column
3 Months Ago
Add CameraComponent.RenderToTexture
3 Months Ago
Show project close dialog when switching project too
3 Months Ago
Add close dialog when closing the editor main window, checking all loaded editor scenes https://files.facepunch.com/tony/1b1011b1/parsecd_xYoAHD6h6B.png
3 Months Ago
Add popup dialog when closing a scene that has unsaved changes - next up multiple scene dialog https://files.facepunch.com/tony/1b1011b1/parsecd_AQsMHNci5r.png
3 Months Ago
Update template.gitignore to ignore some editor project files
3 Months Ago
Add support for (de)serializing component fields
3 Months Ago
Don't use the same assembly twice
3 Months Ago
Component Version Upgraders (#1431) https://docs.facepunch.com/doc/component-versioning-2fVhFt2lJp
3 Months Ago
Added baseline for component version upgraders https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png Move JsonUpgrader Refactor, add JsonUpgrader.Run so we can re-use this for GameResources Replace _apiVersion with ComponentVersion defined by the component JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter Demote JsonUpgrader.Run to internal JsonUpgrader.Run -> Upgrade Add unit test for upgrading a component
3 Months Ago
Add unit test for upgrading a component
3 Months Ago
JsonUpgrader.Run -> Upgrade
3 Months Ago
Demote JsonUpgrader.Run to internal
3 Months Ago
JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter
3 Months Ago
Replace _apiVersion with ComponentVersion defined by the component
3 Months Ago
Refactor, add JsonUpgrader.Run so we can re-use this for GameResources
3 Months Ago
Move JsonUpgrader
3 Months Ago
Added baseline for component version upgraders https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png
3 Months Ago
Update RazorComponentTemplate to use TextArea
3 Months Ago
Add TextAreaControlWidget, supports properties using TextAreaAttribute https://files.facepunch.com/tony/1b0811b1/parsecd_Hhi72QodaJ.png
3 Months Ago
Fixed action set flip-flopping between Menu and InGame twice a frame :S
3 Months Ago
Support Alex's scrolling
3 Months Ago
Post-merge fix
3 Months Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) 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 Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI
4 Months Ago
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
4 Months Ago
Re-plug in speech synthesizer play return
4 Months Ago
Fixed not loading the startup scene fallback when loading a project
4 Months Ago
Fixed decals projecting down instead of forward
4 Months Ago
Can use HideInEditor to hide components in component selector
4 Months Ago
Fixed play toggle not working while focused on the game You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
4 Months Ago
Fix SceneTrace.WithAnyTags using WithAllTags
4 Months Ago
Fixed aoproxy crash when changing model
4 Months Ago
Don't render AO proxies if we're not casting shadows
4 Months Ago
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
4 Months Ago
Pass tags to envmap probes in prep for having control over them
4 Months Ago
Make sure to pass tags to light SceneObjects
4 Months Ago
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
4 Months Ago
Fix row spacing for ListView using ItemAlign.SpaceBetween when item count is 1
4 Months Ago
Range slider is optional
4 Months Ago
Scene view falls back to a set background color if we don't have a camera (and gives prefab editor a standard look)
4 Months Ago
Fixed all treeviews being broken :dizzy_face:
4 Months Ago
Fixed DecalRenderer not creating its sceneobject when created programmatically
4 Months Ago
Clamp SceneCamera.Rect input so we can't crash the game Clamp camera width and height to always be non-zero to prevent crashing VectorControlWidget can pass RangeAttribute details to its fields CameraComponent.Viewport type change, use RangeAttribute to clamp in UI https://files.facepunch.com/tony/1b1411b1/sbox_g6X5TNg4fQ.png
4 Months Ago
Scene: add GameObject and Component querying to hierarchy - GameObject querying uses Contains - Component querying requires a full type match https://files.facepunch.com/tony/1b1411b1/sbox_XIfJhgo8Sb.mp4