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1,004 Commits over 914 Days - 0.05cph!

8 Months Ago
HtmlEncode code-generated descriptions (so it can convert &amp, etc..)
8 Months Ago
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
8 Months Ago
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.
8 Months Ago
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
8 Months Ago
Move Recent Scenes into its own section between Save All and Quit
8 Months Ago
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
8 Months Ago
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
8 Months Ago
Changed play button bind back to F5
8 Months Ago
EnumControlWidget: Use Title instead of Name in PaintControl
8 Months Ago
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader
8 Months Ago
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
8 Months Ago
Delete GameManager (has been replaced by Game for ages now)
8 Months Ago
Add some gizmo handles for VR components
8 Months Ago
Make Component.Reset() reset its PropertyAttribute marked properties
8 Months Ago
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
8 Months Ago
Upon changing a component type to abstract and you have component references, add it as a missing component
8 Months Ago
Use Json.Serialize/Deserialize for BaseFileSystem.WriteJson/ReadJson, instead of different serializer options which didn't support our custom converters
8 Months Ago
Re-implement Input.GetAnalog, respective glyph icons, moved some files into dedicated Controller directory
8 Months Ago
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
8 Months Ago
GameObjectControlWidget: allow opening prefabs in editor
8 Months Ago
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
8 Months Ago
Scope to active controller when looking for glyph vendor
8 Months Ago
Fixed left trigger actions never being found
8 Months Ago
Expose game controller count to public API
9 Months Ago
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
9 Months Ago
Add support for gamepad input scoping https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
9 Months Ago
Fixed controller axes not being specific to controllers 🤦🤦
9 Months Ago
Fixed editor error w/ InputSettings.Actions
9 Months Ago
Push menu inputs when we don't have an input config to read
9 Months Ago
Remove IGameInstance.InputSettings (not used)
9 Months Ago
Remove unused code
9 Months Ago
GameManager -> Game Use input actions instead of now gone digital action state stuff
9 Months Ago
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
9 Months Ago
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
9 Months Ago
Add Application.IsFocused, returns if the main game window is in focus
9 Months Ago
Get rid of inspector filter LineEdit (doesn't do anything)
9 Months Ago
Docs for CitizenAnimationHelper
9 Months Ago
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
9 Months Ago
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
9 Months Ago
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
9 Months Ago
Start button on gamepad behaves the same way as hitting ESC
9 Months Ago
Use "unknown" key instead of "any" key I was using in testing
9 Months Ago
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
9 Months Ago
Improve LoadGlyphTexture logic
9 Months Ago
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!
9 Months Ago
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
9 Months Ago
Game Controllers using SDL2 (#1509)
9 Months Ago
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
9 Months Ago
Docs, GameControllerExtensions to internal Why the fuck are you there
9 Months Ago
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline