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1,004 Commits over 914 Days - 0.05cph!

9 Months Ago
Change InputMotionData to reflect new API
9 Months Ago
Remove my #ifdef V_COMPILER_MSVC usage
9 Months Ago
Make Controller internal + sealed
9 Months Ago
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
9 Months Ago
Forgot to get rid of this method 🤦
9 Months Ago
Remove controller binding panel (not used)
9 Months Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
9 Months Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
9 Months Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
9 Months Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
9 Months Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
9 Months Ago
Fixed delete prompt having no content
9 Months Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
9 Months Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
9 Months Ago
Documentation Support analog input glyphs
9 Months Ago
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
9 Months Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
9 Months Ago
Temporary generated glyphs for gamepad
9 Months Ago
Re-add Input.UsingController (simpler now)
9 Months Ago
Make prints less obnoxious
9 Months Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
9 Months Ago
Test passing controller input to input context
9 Months Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
9 Months Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
9 Months Ago
Didn't mean to push this launch setting
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
9 Months Ago
Resolve sbox-issues/issues/5171 by making dragValue match
9 Months Ago
GameController -> CGameController, some code refactor, Controller is a handle
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)
10 Months Ago
Delete Input.AnalogInputs/GetAnalog (might re-add later)
10 Months Ago
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
10 Months Ago
Forward controller axis events to managed
10 Months Ago
Forward controller button events to managed
10 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
10 Months Ago
Initial proof of concept for scoping gamepad inputs - Push input scope if a GameObject has an InputScope component, which pushes the active input context - Don't use Controller.First anywhere other than UI - Poll every gamepad input and store an InputContext per controller, instead of just the first one Todo: - Fallback to first controller if we don't define any input scopes at all - Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
10 Months Ago
Can drop into hierarchy (resolves Facepunch/sbox-issues#4453)
10 Months Ago
F1 console: copy exception stack to clipboard when clicking entry (resolves Facepunch/sbox-issues#5038)
10 Months Ago
Add scroll area to EnumControlWidget
10 Months Ago
Update IntegerControlWidget label color GameManager -> Game
10 Months Ago
Populate some missing TypeSerializedField virtuals (fixes Facepunch/sbox-issues#5042)
10 Months Ago
Support serializing field containers
10 Months Ago
Fix Facepunch/sbox-issues#5048, Facepunch/sbox-issues#5044
10 Months Ago
Scope to the active scene when running commands
10 Months Ago
Tentative fix for Facepunch/sbox-issues#5021
10 Months Ago
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
10 Months Ago
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
10 Months Ago
Signal value changes for ResourceControlWidget too
10 Months Ago
Signal value changes for GameObjectControlWidget
10 Months Ago
Compile GameResource if their source changes (external changes, disk saving)
10 Months Ago
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)