userTony Fergusoncancel

4,160 Commits over 884 Days - 0.20cph!

10 Months Ago
Sod that, remove Input.VR.IsActive
10 Months Ago
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
10 Months Ago
Include "vr" in connection userdata
10 Months Ago
Use TextAreaAttribute for TextRenderer
11 Months Ago
Don't match subcategories if we're not looking for one
11 Months Ago
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
11 Months Ago
Update DecalRenderer SceneObject when Size / Material is changed programmatically
11 Months Ago
Convert ComponentTypeSelector TextEdit to LineEdit
11 Months Ago
Change save dialog width and change the icon
11 Months Ago
BuildBoneHierarchy typo fix, add SkinnedModelRenderer.GetBoneObject( Bone / int )
11 Months Ago
Fixed VS Code open file, now opens code workspace at specific path/line/column
11 Months Ago
Add CameraComponent.RenderToTexture
11 Months Ago
Show project close dialog when switching project too
11 Months Ago
Add close dialog when closing the editor main window, checking all loaded editor scenes https://files.facepunch.com/tony/1b1011b1/parsecd_xYoAHD6h6B.png
11 Months Ago
Add popup dialog when closing a scene that has unsaved changes - next up multiple scene dialog https://files.facepunch.com/tony/1b1011b1/parsecd_AQsMHNci5r.png
11 Months Ago
Update template.gitignore to ignore some editor project files
11 Months Ago
Add support for (de)serializing component fields
11 Months Ago
Don't use the same assembly twice
11 Months Ago
Component Version Upgraders (#1431) https://docs.facepunch.com/doc/component-versioning-2fVhFt2lJp
11 Months Ago
Added baseline for component version upgraders https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png Move JsonUpgrader Refactor, add JsonUpgrader.Run so we can re-use this for GameResources Replace _apiVersion with ComponentVersion defined by the component JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter Demote JsonUpgrader.Run to internal JsonUpgrader.Run -> Upgrade Add unit test for upgrading a component
11 Months Ago
Add unit test for upgrading a component
11 Months Ago
JsonUpgrader.Run -> Upgrade
11 Months Ago
Demote JsonUpgrader.Run to internal
11 Months Ago
JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter
11 Months Ago
Replace _apiVersion with ComponentVersion defined by the component
11 Months Ago
Refactor, add JsonUpgrader.Run so we can re-use this for GameResources
11 Months Ago
Move JsonUpgrader
11 Months Ago
Added baseline for component version upgraders https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png
11 Months Ago
Use Input.AnalogLook and Input.AnalogMove in PlayerController
11 Months Ago
Update RazorComponentTemplate to use TextArea
11 Months Ago
Add TextAreaControlWidget, supports properties using TextAreaAttribute https://files.facepunch.com/tony/1b0811b1/parsecd_Hhi72QodaJ.png
11 Months Ago
Fixed action set flip-flopping between Menu and InGame twice a frame :S
11 Months Ago
Support Alex's scrolling
11 Months Ago
Post-merge fix
11 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 Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels 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 Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) 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 Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI
11 Months Ago
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
11 Months Ago
Re-plug in speech synthesizer play return
11 Months Ago
Fixed not loading the startup scene fallback when loading a project
11 Months Ago
Align impact decals correctly instead of accounting for the 90 degree offset bug Fix error spam from sound emitter
11 Months Ago
Update decals scene
11 Months Ago
Fixed decals projecting down instead of forward
11 Months Ago
Can use HideInEditor to hide components in component selector
11 Months Ago
Fixed play toggle not working while focused on the game You'll probably need to bind this manually, so if it still doesn't work for you, type "bind F5 play_toggle" in console
11 Months Ago
API fixes
11 Months Ago
Better algorithm
11 Months Ago
Add an access point for the player controller to influence recoil
11 Months Ago
Cleanup, add horizontal and vertical spread ranges
11 Months Ago
Add loop points to recoil patterns https://files.facepunch.com/tony/1b2611b1/Zwf2E8V68x.png https://files.facepunch.com/tony/1b2611b1/sbox-dev_9zVXae9zXk.mp4
11 Months Ago
Update style of recoil pattern UI, draw line with all points https://files.facepunch.com/tony/1b2611b1/z5ZQTeqnS5.png
11 Months Ago
Use recoil pattern in RecoilFunction https://files.facepunch.com/tony/1b2611b1/sbox-dev_xaXurG5u7E.mp4 https://files.facepunch.com/tony/1b2611b1/CS5fvYwsxo.png