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1,004 Commits over 914 Days - 0.05cph!

10 Months Ago
Fix NRE when trying to access Game.Overlay stuff without a modal system
10 Months Ago
When cloning a GameObject, inherit name (unique) from source
10 Months Ago
Don't prompt scene saving for editor sessions that are GameEditorSession
10 Months Ago
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
10 Months Ago
Translation.TryConvert can perform implicit conversions Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦
10 Months Ago
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
10 Months Ago
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
10 Months Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system
10 Months Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system
10 Months Ago
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
10 Months Ago
Don't update Project.LastOpened when adding it from file
10 Months Ago
More post-rebase fixes
10 Months Ago
Delete minimal.scene 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 Post-merge fix Support Alex's scrolling Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose Post-rebase fix
10 Months Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
10 Months Ago
AssetBrowser: Add "Delete Folder" option to Folders
10 Months Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
10 Months Ago
Make shortcuts very obvious by including them in tooltips
10 Months Ago
SceneTabList: middle mouse destroys scene session
10 Months Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
10 Months Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
10 Months Ago
Launcher: creating a new project uses Ident as the folder name instead of Title
10 Months Ago
Add up/down movement to gizmo FirstPersonCamera
10 Months Ago
Fixed Input.Released being stomped by controller input Comment out DISABLE_VK_LAYER_VALVE_steam_overlay_1 for now, it was disabling SteamInput (god knows why)
10 Months Ago
Add Reset to Default support for ControlSheet properties https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
10 Months Ago
Add EditorHandle for TextRenderer https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
10 Months Ago
Make a deep copy when getting common inputs Remove NetAttribute, LocalAttribute, PredictedAttribute (unused)
10 Months Ago
Scope to active scene time when ticking panels
10 Months Ago
"disconnect" now behaves closer to Source, by closing your game if it's not networked
10 Months Ago
Fied not showing the decrease grid size button (oops)
10 Months Ago
Two columns for input bind list
10 Months Ago
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
10 Months Ago
Save gizmo settings into a project cookie
10 Months Ago
Added toggle gizmos shortcut
10 Months Ago
Pass selection when editing tree nodes to support multi-select editing (https://files.facepunch.com/tony/1b1211b1/sbox_Ji28uTwTuF.mp4)
10 Months Ago
Delete duplicate Scenes\minimal.scene now that Windows has picked it up
10 Months Ago
Update minimal template scenes case sensitivity
10 Months Ago
cherry-pick: Fixed Input.Released/Pressed when using a controller
11 Months Ago
ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose
11 Months Ago
Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly
11 Months Ago
Temporary disable DISABLE_VK_LAYER_VALVE_steam_overlay_1 because SteamInput doesn't work without steam overlay (wtf)
11 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 Post-merge fix Support Alex's scrolling Fixed action set flip-flopping between Menu and InGame twice a frame :S Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay
11 Months Ago
Show a big popup when you don't have a code editor installed and you try to open something
11 Months Ago
Add "Open Containing Folder" to scene tab buttons, found myself wanting this a few times this week
11 Months Ago
Fixed "folowing" typo I made a couple weeks ago when saving a scene
11 Months Ago
Prefab 2 -> Prefab PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
11 Months Ago
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
11 Months Ago
Cascade tag changes to ModelPhysics body shapes
11 Months Ago
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
11 Months Ago
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
11 Months Ago
Fixed from my las commit -_- Add unit test for cloning case with destroying a child gameobject