userTony Fergusoncancel

2,676 Commits over 670 Days - 0.17cph!

20 Days Ago
Remove unused code
20 Days Ago
GameManager -> Game Use input actions instead of now gone digital action state stuff
20 Days Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority 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
20 Days Ago
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
20 Days Ago
Add Application.IsFocused, returns if the main game window is in focus
21 Days Ago
Get rid of inspector filter LineEdit (doesn't do anything)
21 Days Ago
Docs for CitizenAnimationHelper
21 Days Ago
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
23 Days Ago
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
23 Days Ago
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
23 Days Ago
Start button on gamepad behaves the same way as hitting ESC
25 Days Ago
StateTransitionDelegate returns a bool (to permit a transition) StateMachineResource can spit out a GameStateMachine with more digestible info for a state machine to use
25 Days Ago
Add ability to click a connection and edit its transition via actiongraph
25 Days Ago
Compile fix
27 Days Ago
Use "unknown" key instead of "any" key I was using in testing
27 Days Ago
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller
27 Days Ago
Change scene title/desc
28 Days Ago
Add input testing scene and hud
28 Days Ago
Improve LoadGlyphTexture logic
28 Days Ago
Remove KeyGlyphLoader, supply all keyboard and mouse glyph files Let me know if I missed any buttons, I don't have a numpad on my keyboard so tag me!
28 Days Ago
Expose Input.TriggerVibration (using existing API), hook up SDL_GameControllerRumbleTriggers
28 Days Ago
Game Controllers using SDL2 (#1509)
28 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle Update sdl2 lib Didn't mean to push this launch setting Remove legacy sdl haptics code, replace with SDL_GameControllerRumble Implement default LED colors based on instance, rumble the gamepad on every button press test Test passing controller input to input context Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test) Make prints less obnoxious Re-add Input.UsingController (simpler now) Temporary generated glyphs for gamepad Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs Documentation Support analog input glyphs Add methods for fetching gyroscope and accelerometer readings from specific controllers Remove controller binding panel (not used) Forgot to get rid of this method 🤦 Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game Make Controller internal + sealed Remove my #ifdef V_COMPILER_MSVC usage Change InputMotionData to reflect new API Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline Docs, GameControllerExtensions to internal Why the fuck are you there
28 Days Ago
Docs, GameControllerExtensions to internal Why the fuck are you there
28 Days Ago
Make sure to set the size of svg glyphs Keep current glyph API intact, add new version to control outline
28 Days Ago
Change InputMotionData to reflect new API
29 Days Ago
Remove my #ifdef V_COMPILER_MSVC usage
29 Days Ago
Make Controller internal + sealed
29 Days Ago
Move GameController ctor to implementation Remove FindControllers, does nothing, was a test for me Native cleanup, add safety, fixed controller disconnect crashing game
29 Days Ago
Forgot to get rid of this method 🤦
29 Days Ago
Remove controller binding panel (not used)
29 Days Ago
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
30 Days Ago
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
30 Days Ago
Fix NRE when running Game.Close in the editor Toggle play when running Game.Close in the editor
30 Days Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
30 Days Ago
Refactor, hook up connections, started work on storing transition actions
31 Days Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
31 Days Ago
Deserialize graph state
31 Days Ago
Serialize graph state
32 Days Ago
Stub out player HUD setup, only enable hud gameobject if we're the local player
32 Days Ago
Made a few things on the PlayerController use RequireComponent so there's less setup
32 Days Ago
Refactor how viewmodels are made, to work in multiplayer
32 Days Ago
Fixed compile GameManager -> Game, removed some useless code Removed recoil pattern system (cool experiment, not something I want to use in practice) Use GameObject references in WeaponDataResource, instead of dumb hack from months ago Fixed weapon instantiation bugs
34 Days Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
34 Days Ago
More boilerplate for nodes / graph
34 Days Ago
Start blocking out state machine resource + editor window
35 Days Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
35 Days Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
35 Days Ago
Fixed delete prompt having no content
35 Days Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232