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835 Commits over 670 Days - 0.05cph!

7 Months Ago
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
7 Months Ago
Work on finding panels from delta, fixed not finding an initial focused panel
7 Months Ago
Add PanelTraversalOverlay (for lack of a better name)
7 Months Ago
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
7 Months Ago
VCS: only tick for panels that want mouse input VCS: fix is-pressed style
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
7 Months Ago
Don't moan about missing voice input
7 Months Ago
Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
7 Months Ago
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
7 Months Ago
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
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
7 Months Ago
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
7 Months Ago
Use stylesheet to style virtual cursor, add ScrollSpeed
8 Months Ago
Fixed calculation of virtual cursor position
8 Months Ago
Add basic working virtual cursor using PanelInput.UpdateMouse
8 Months Ago
Don't revert back to PanelTraversalSystem if analog is empty
8 Months Ago
Refactor so we can switch between panel traversal and virtual cursor based on input
8 Months Ago
Start drafting out UI navigation with controller, by traversing panels
8 Months Ago
Add SteamInput manifest file for deck At the moment, all it does is make the right trackpad work
8 Months Ago
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
8 Months Ago
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu Remove unneeded rich presence setter
8 Months Ago
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this Make gamepad input poll properly in GameMenu Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
8 Months Ago
Update BaseFileSystem.ReadJson<T> docs
8 Months Ago
SteamInput: fixed left trigger action being bound to right trigger Input: fixed AnalogInput being incorrect for right trigger
8 Months Ago
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
8 Months Ago
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods This is a breaking change, please update your code (I assume not many people are using this)
8 Months Ago
Gamepad Support Refactor (#1218) - No manifest codegen - Gamepads work again (including Steam Deck) - Goes against what SteamInput is all about 😢
8 Months Ago
Rip out manifest codegen entirely Remove Sandbox.Gamepad Add Sandbox.GamepadCode Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately Refactor Input to grab action.DigitalAction Fix up GetButtonOrigin and glyphs Update manifest.vdf to use new actions Only process input actions with a valid gamepad code Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t ) Update default manifest again Fixed controller actions not being reflected serverside
8 Months Ago
Add rich presence system class which is polled every so often, instead of updating presence from 7 different classes
8 Months Ago
Fix NRE in ServerDll.UpdateServerDetails if playing locally, my bad
8 Months Ago
Pass gamemode version tag to ServerList so games can decide what to do with servers that are out of date
8 Months Ago
GameMenu: load FileSystem.Data/OrganizationData immediately, not just server join
8 Months Ago
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
8 Months Ago
Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
8 Months Ago
Editor: If "show start screen" is off, load last opened project automatically
8 Months Ago
Remove duplicate gamepad codes in common actions
8 Months Ago
Docs pass / MenuDll typo fix
8 Months Ago
Fix initial menu presence, as well as presence when disconnecting from a server
8 Months Ago
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
8 Months Ago
Make rich presence say playing a game while in its game menu (update to say Menu later?)
8 Months Ago
When connecting to a server, open its gamemenu and immediately open the loading screen
8 Months Ago
Cache GameLobby.Data to prevent issues with grabbing lobby info after setting it. Invalidate on lobby data refresh Probably a better way to do this :anguished:
8 Months Ago
Update default manifest again Fixed controller actions not being reflected serverside
8 Months Ago
Rip out manifest codegen entirely Remove Sandbox.Gamepad Add Sandbox.GamepadCode Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately Refactor Input to grab action.DigitalAction Fix up GetButtonOrigin and glyphs Update manifest.vdf to use new actions Only process input actions with a valid gamepad code Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
8 Months Ago
Docs pass for GameLobby, importantly Lobby.ConVars, and inherit docs where possible
9 Months Ago
Org Info Modal https://files.facepunch.com/tony/1b0711b1/sbox_g2OtLOLYzn.mp4
9 Months Ago
Revert "Compiled complex with parallax fixes" This reverts commit 02e13ee057b7394fe7831e732d6eff6f4621b7a5.
9 Months Ago
Use margin for package selector modal so you can click out of it
9 Months Ago
FriendCount only counts people playing the game
9 Months Ago
Obsolete Game.Menu.Friends, add Game.Menu.FriendCount Add friends list modal w/ Game.Overlay.ShowFriendsList( options )