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840 Commits over 670 Days - 0.05cph!

6 Months Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
6 Months Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code Pass size through to decal update, prep some of the older attributes for baked lighting Move decal attribute stuff into managed Validity check Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type Cleanup, update flags based on material Remove unused file Docs for ProjectedDecalSceneObject Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public Validate material Don't need this transform code Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
6 Months Ago
Add longer timeout for Sandbox.Http
6 Months Ago
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
6 Months Ago
Add Speech.Synthesizer.WithRate to specify speed of speech. Added Synthesizer.OnVisemeReached which gives the user data on the sound's visemes Viseme data here doesn't hook into anything right now.
6 Months Ago
Moved Sandbox.SpeechRecognition to Sandbox.Speech.Recognition, removed obsoletes Forgot to rename SpeechRecognition.Reset to Speech.Recognition.Reset Add basic text to speech support using System.Speech.Synthesis - Use Sandbox.Speech.Synthesizer to build your text to speech sound and play it - This probably doesn't work with Proton
6 Months Ago
Validate material Don't need this transform code
6 Months Ago
Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public
6 Months Ago
Docs for ProjectedDecalSceneObject
6 Months Ago
Remove unused file
6 Months Ago
Cleanup, update flags based on material
6 Months Ago
Small cleanup Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
6 Months Ago
Validity check
6 Months Ago
Move decal attribute stuff into managed
6 Months Ago
Pass size through to decal update, prep some of the older attributes for baked lighting
6 Months Ago
Scaffold out CProjectedDecalSceneObject Add ProjectedDecalSceneObject to managed, register handle More work getting new sceneobject to parity with old system (still invisible) Get rid of test code
6 Months Ago
Plumb in a fix for EntityPrefabEditor entity selection
6 Months Ago
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
6 Months Ago
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
6 Months Ago
Editor.Animate promoted to public
6 Months Ago
BoolControlWidget: don't propagate mouse press to parent widgets
6 Months Ago
Added path for updating audio listener outside of client gameloop
7 Months Ago
Add Decal.Place( SceneWorld, ... )
7 Months Ago
Testing method for creating a decal in scene worlds
7 Months Ago
Testing method for creating a decal in scene worlds
7 Months Ago
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
7 Months Ago
Editor: Add inline text editing for input action name and group https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
7 Months Ago
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
7 Months Ago
Ensure Account.Memberships is not null, cleans up having to validate it everywhere Groundwork for starting the game without connection to steam servers / our API AssetBrowser: Only show cloud tab if we're connected Add a hint to editor window title to dictate if we're in offline mode UI: Replace content on Home/GameList with a hint if we're not connected to the Api
7 Months Ago
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
7 Months Ago
Small JumpList refactor, update JumpList when activating game project - Removed JumpListManager - Moved all JumpList stuff into Sandbox.Engine
7 Months Ago
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
7 Months Ago
Add adjustable analog sensitivity for UI
7 Months Ago
Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel
7 Months Ago
Docs for IVirtualCursor
7 Months Ago
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
7 Months Ago
When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor)
7 Months Ago
Remove unused code, documentation pass
7 Months Ago
Only use pointer-events on elements we want to click on for SocialBar
7 Months Ago
Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input
7 Months Ago
Scope UI simulation Remove context hacks
7 Months Ago
Run Input.SetFocus( null ) on IControllerInputSystem.Destroy
7 Months Ago
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
7 Months Ago
Traverse blocks relative to the screen size, instead of set pixels
7 Months Ago
When enabling VCS, use the mouse's current position
7 Months Ago
Remove PanelTraversalOverlay, it looked shit
7 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
7 Months Ago
Check to see if an asset gets deleted from explorer - and mark it as deleted in the asset system Update asset browser list on content.changed Fix tooltips not being visible in the main menu, removed unused main menu style
7 Months Ago
Look for .sbproj in DownloadCloudProjectAsync instead of .addon
8 Months Ago
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game