userTony Fergusoncancel

2,782 Commits over 700 Days - 0.17cph!

1 Year Ago
Make standard ExpandGroup toggle require left mouse click, not any (useful for when you've got a context menu) Fixed InputActionPanel not updating title on rename
1 Year Ago
Update InputPage to use ExpandGroup and not my own implementation of what is pretty much the same thing
1 Year Ago
Quick repro for showing prefab deserialization not working clientside
1 Year Ago
Update repro template so it compiles properly
1 Year Ago
Strip keyboard modifiers for buttons that are actual keyboard modifiers - fixes Ctrl, Alt, Shift actions not functioning. Might be better to handle this in native inputsystem instead.
1 Year Ago
If we have pointer events in MenuDll, don't pass down mouse click events to ClientDll
1 Year Ago
Add MouseCode, support being able to pick a mouse button for an input action - support keyboard modifiers with them (shift + right click, stuff like that)
1 Year Ago
For now, only pump input action events when we don't need keyboard input for UI - in the future we'll ideally have an action set for the UI layer for games. This fixes input actions firing when pointer-events are enabled.
1 Year Ago
Better fix for the previous commit, and stops instances of buttons getting stuck as pressed
1 Year Ago
Fixed buttons w/ keyboard modifiers activating when no keyboard modifiers are pressed
1 Year Ago
Editor: Fix layout getting screwed up when adding/removing actions (cheers @cr4yz)
1 Year Ago
Expose Left Shift, Alt, Ctrl codes as usable by games
1 Year Ago
Don't try to generate manifest entries when gamepad code hasn't been set Improve action editor flow - allow user to set name of input action before creating it https://files.facepunch.com/devultj/1b1411b1/sbox_PAW03WHtVM.png
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png Documentation pass on all new input action classes If input actions use the same keyboard code, process all of them instead of just the first action we find. Regenerate SteamInput manifest when we update input actions via Project Settings, so you don't have to restart the game
1 Year Ago
Editor: Seek for .vmap, not .vpk - also strip .vmap from name if it's found when trying to play from a launch configuration
1 Year Ago
Editor: PackageSelector shows text explicitly if we've picked a vpk, or are using <empty> for maps https://files.facepunch.com/devultj/1b1311b1/sbox_0VDj0FzBtZ.png
1 Year Ago
Regenerate SteamInput manifest when we update input actions via Project Settings, so you don't have to restart the game
1 Year Ago
Menu: Add package_background fallback image for EventWidget
1 Year Ago
Menu: Fix NewsWidget NRE if we've found no blogs (for if we have ingoing or outgoing connection problems)
1 Year Ago
PrefabEditor: Categorize inspector properties by CategoryAttribute, where uncategorized entries float to the top https://files.facepunch.com/devultj/1b1311b1/devenv_QqSMMmeJMz.png
1 Year Ago
PrefabEditor: Added ScrollArea to both entity / component property inspectors https://files.facepunch.com/devultj/1b1311b1/sbox_haO3R72BW6.png
1 Year Ago
ModelDoc: fixed crash when clicking any node
1 Year Ago
Asset recompile, fixed ball AO proxy size, fix UI reference warning
1 Year Ago
Fixed HoleScore panel not grabbing its properties
1 Year Ago
Fixed up game mostly - need to sort the UI out next
1 Year Ago
Prefabs: Split up tags when adding them, resolves tags from prefab entities being grouped as one
1 Year Ago
Merge 'refactor' into 'main'
1 Year Ago
Add gunfight_ui_scale, to scale entire UI system - defaults to 0.8
1 Year Ago
Editor: Fix PackageSelector showing all asset types when trying to filter games. Resolves sboxgame/issues/issues/2811
1 Year Ago
If input actions use the same keyboard code, process all of them instead of just the first action we find.
1 Year Ago
Documentation pass on all new input action classes
1 Year Ago
Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png
1 Year Ago
Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator
1 Year Ago
Default to FullPress activator if we didn't specify a default activator
1 Year Ago
Quick InputAction test w/ glyphs - suicide key, (K or Y Button on gamepads)
1 Year Ago
Made OnButton internal while we're at it
1 Year Ago
Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it.
1 Year Ago
Code cleanup, made a bunch of stuff internal
1 Year Ago
Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor
1 Year Ago
Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png
1 Year Ago
Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png
1 Year Ago
SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal.
1 Year Ago
If project is an addon, add package.base to compiler - lets people use stuff from base in their addons
1 Year Ago
Kill weapon attachments
1 Year Ago
Fixed compile issues, got weapons working again
1 Year Ago
Simplify LobbyFrontPage flow, clicking game / map will open their browsers
1 Year Ago
ButtonGroup: Don't throw if we can't find a button to pick while setting up initial render tree
1 Year Ago
Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png