userTony Fergusoncancel

2,790 Commits over 700 Days - 0.17cph!

6 Months Ago
Force re-render cubemap if m_bRenderDirty
6 Months Ago
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
6 Months Ago
Add SceneCubemap.RenderDirty()
6 Months Ago
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
6 Months Ago
Make PanelComponent partial (whoops)
6 Months Ago
Add some shorthand methods for PanelComponent
6 Months Ago
Keep selected object when starting play mode (sbox/issues/1340)
6 Months Ago
Would be good if I actually clamped this value
6 Months Ago
Experiment moving log counts to status bar
6 Months Ago
Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever
6 Months Ago
Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button
6 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again
6 Months Ago
Fix possible NRE on startup from cookies (?)
6 Months Ago
Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again
6 Months Ago
Move some code back to Engine, raise console dock when clicking status bar log
6 Months Ago
Delete Error List
6 Months Ago
Clear status bar on compile, remove test button
6 Months Ago
Sort diagnostics by severity / project, so errors are output last on compile
6 Months Ago
More cleanup
6 Months Ago
Refactor
6 Months Ago
ConsoleEntry refactor, can read simple stack of diagnostic messages now
6 Months Ago
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics
6 Months Ago
Clear current stack trace entry when clearing the console
6 Months Ago
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
6 Months Ago
Kill StatusBarLog after some time, based on LogEvent level
6 Months Ago
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
6 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
6 Months Ago
Pass streamer events to IGameMenuDll
6 Months Ago
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
6 Months Ago
Add Cookie.Remove( key )
6 Months Ago
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
6 Months Ago
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
6 Months Ago
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
6 Months Ago
Let speech recognition API work in GameMenu realm
6 Months Ago
TTS: Expose voice selection to Synthesizer + Synthesizer.InstalledVoices + Synthesizer.TrySetVoice( string name ) + Synthesizer.TrySetVoice( string gender, string age )
6 Months Ago
Updated DecalComponent, also moved it out of the Light folder
6 Months Ago
Added ProjectedDecalSceneObject - Removed SceneWorld related methods in DecalSystem that I added previously - Doesn't support receiving lightmap info (yet)
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
Update DecalComponent to match new 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
7 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.
7 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
7 Months Ago
ComponentTypeSelector: add "New (x) Component..." option that creates component from query
7 Months Ago
Validate material Don't need this transform code
7 Months Ago
Set mesh instance as owned, destroy existing mesh instance on update Expose ProjectedDecalSceneObject to public
7 Months Ago
Listen for addon config updates, update collision rules
7 Months Ago
7 Months Ago
Load collision rules from current game package