1,004 Commits over 914 Days - 0.05cph!
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Move Recent Scenes into its own section between Save All and Quit
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
Changed play button bind back to F5
EnumControlWidget: Use Title instead of Name in PaintControl
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
Delete GameManager (has been replaced by Game for ages now)
Add some gizmo handles for VR components
Make Component.Reset() reset its PropertyAttribute marked properties
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently
Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
Upon changing a component type to abstract and you have component references, add it as a missing component
Use Json.Serialize/Deserialize for BaseFileSystem.WriteJson/ReadJson, instead of different serializer options which didn't support our custom converters
Re-implement Input.GetAnalog, respective glyph icons, moved some files into dedicated Controller directory
Localization now lives in its own folder at the root of a project, instead of "Assets\.localization"
- Publishing a project will pick up this folder automatically
- All you should need to do is move your .localization folder to the root of your project, and rename it to "Localization"
Move menu localization files
GameObjectControlWidget: allow opening prefabs in editor
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Scope to active controller when looking for glyph vendor
Fixed left trigger actions never being found
Expose game controller count to public API
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
Add support for gamepad input scoping
https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
Fixed controller axes not being specific to controllers 🤦🤦
Fixed editor error w/ InputSettings.Actions
Push menu inputs when we don't have an input config to read
Remove IGameInstance.InputSettings (not used)
GameManager -> Game
Use input actions instead of now gone digital action state stuff
Add gamepad navigation support to main menu UI and game menu UI
- Virtual cursor system
- Panel traversal system
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Demote some new stuff from being public
Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor
Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
Add Application.IsFocused, returns if the main game window is in focus
Get rid of inspector filter LineEdit (doesn't do anything)
Docs for CitizenAnimationHelper
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
Start button on gamepad behaves the same way as hitting ESC
Use "unknown" key instead of "any" key I was using in testing
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
Improve LoadGlyphTexture logic
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files
Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
Game Controllers using SDL2 (#1509)
Rip out SteamInput and our Controller API
Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs
Turn off steam overlay in the editor again
Forward controller button events to managed
Forward controller axis events to managed
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
Delete Input.AnalogInputs/GetAnalog (might re-add later)
GameController -> CGameController, some code refactor, Controller is a handle
Update sdl2 lib
Didn't mean to push this launch setting
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
Implement default LED colors based on instance, rumble the gamepad on every button press test
Test passing controller input to input context
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result
Hook up AnalogLook/AnalogMove for first controller (test)
Make prints less obnoxious
Re-add Input.UsingController (simpler now)
Temporary generated glyphs for gamepad
Look for input glyph svgs
Plug in a bunch of glyph icons for xbox controller
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor
LoadGlyphTexture will look for the controller's vendor and fall back to default if not found
Add a few PlayStation glyphs
Documentation
Support analog input glyphs
Add methods for fetching gyroscope and accelerometer readings from specific controllers
Remove controller binding panel (not used)
Forgot to get rid of this method 🤦
Move GameController ctor to implementation
Remove FindControllers, does nothing, was a test for me
Native cleanup, add safety, fixed controller disconnect crashing game
Make Controller internal + sealed
Remove my #ifdef V_COMPILER_MSVC usage
Change InputMotionData to reflect new API
Make sure to set the size of svg glyphs
Keep current glyph API intact, add new version to control outline
Docs, GameControllerExtensions to internal
Why the fuck are you there
Docs, GameControllerExtensions to internal
Why the fuck are you there
Make sure to set the size of svg glyphs
Keep current glyph API intact, add new version to control outline