4,027 Commits over 853 Days - 0.20cph!
Move some code back to Engine, raise console dock when clicking status bar log
Clear status bar on compile, remove test button
Sort diagnostics by severity / project, so errors are output last on compile
ConsoleEntry refactor, can read simple stack of diagnostic messages now
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
Clear current stack trace entry when clearing the console
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Kill StatusBarLog after some time, based on LogEvent level
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
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
Pass streamer events to IGameMenuDll
Inspector remembers if components were minimized using a cookie (sbox/issues/1328)
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
Let speech recognition API work in GameMenu realm
TTS: Expose voice selection to Synthesizer
+ Synthesizer.InstalledVoices
+ Synthesizer.TrySetVoice( string name )
+ Synthesizer.TrySetVoice( string gender, string age )
Updated DecalComponent, also moved it out of the Light folder
Added ProjectedDecalSceneObject
- Removed SceneWorld related methods in DecalSystem that I added previously
- Doesn't support receiving lightmap info (yet)
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
Update DecalComponent to match new API
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
Add longer timeout for Sandbox.Http
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
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.
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
ComponentTypeSelector: add "New (x) Component..." option that creates component from query
Validate material
Don't need this transform code
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Listen for addon config updates, update collision rules
Load collision rules from current game package
Putting updated DecalComponent content here so I don't lose it
Docs for ProjectedDecalSceneObject
Cleanup, update flags based on material
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Move decal attribute stuff into managed
Pass size through to decal update, prep some of the older attributes for baked lighting
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
Plumb in a fix for EntityPrefabEditor entity selection
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
Try to load last opened scene on startup
Add arrow navigation to component selector
https://files.facepunch.com/tony/1b1611b1/sbox_RkwqBfEEYi.mp4