userTony Fergusoncancel

4,027 Commits over 853 Days - 0.20cph!

1 Year Ago
Editor.Animate promoted to public
1 Year Ago
Cleanup, docs, fixed search targeting the current selection - instead reset selection entirely
1 Year Ago
Rewrite component type selector to support selection categories, animated traversal https://files.facepunch.com/tony/1b1511b1/sbox_86bKULbb2X.mp4
1 Year Ago
Show component header icon fallback
1 Year Ago
Add icon for sound listener
1 Year Ago
BoolControlWidget: don't propagate mouse press to parent widgets
1 Year Ago
Can expand/shrink component sheets https://files.facepunch.com/tony/1b1511b1/sbox_IZ529lK3ch.png
1 Year Ago
Added path for updating audio listener outside of client gameloop
1 Year Ago
Add SoundListenerComponent, test sound on Turret
1 Year Ago
Add DecalComponent.TintColor https://files.facepunch.com/tony/1b1311b1/sbox_jQtrA8ls2t.mp4
1 Year Ago
Add DecalComponent - but needs a better way to translate decal, setting its transform doesn't work as expected https://files.facepunch.com/tony/1b1311b1/sbox_ocEkCIQAYv.png
1 Year Ago
Add Decal.Place( SceneWorld, ... )
1 Year Ago
Testing method for creating a decal in scene worlds
1 Year Ago
Add BaseComponent.GetComponent(s) accessors Enable MultiSelect on SceneTree TreeView
1 Year Ago
Testing method for creating a decal in scene worlds
1 Year Ago
When SceneTree changes scene, cache the selection and try to select those objects again
1 Year Ago
Fix not being able to drag in prefabs to scene (prioritize local files first)
1 Year Ago
Don't use file scoped classes for input action cells, ends up codegenning a really shit name for them and makes stack traces worse to read
1 Year Ago
Editor: Add inline text editing for input action name and group https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
1 Year Ago
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
1 Year Ago
Ensure Account.Memberships is not null, cleans up having to validate it everywhere Groundwork for starting the game without connection to steam servers / our API AssetBrowser: Only show cloud tab if we're connected Add a hint to editor window title to dictate if we're in offline mode UI: Replace content on Home/GameList with a hint if we're not connected to the Api
1 Year Ago
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
1 Year Ago
Small JumpList refactor, update JumpList when activating game project - Removed JumpListManager - Moved all JumpList stuff into Sandbox.Engine
1 Year Ago
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
1 Year Ago
Add adjustable analog sensitivity for UI
1 Year Ago
Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel
1 Year Ago
Docs for IVirtualCursor
1 Year Ago
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
1 Year Ago
When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor)
1 Year Ago
Remove unused code, documentation pass
1 Year Ago
Only use pointer-events on elements we want to click on for SocialBar
1 Year Ago
Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input
1 Year Ago
Scope UI simulation Remove context hacks
1 Year Ago
Run Input.SetFocus( null ) on IControllerInputSystem.Destroy
1 Year Ago
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
1 Year Ago
Traverse blocks relative to the screen size, instead of set pixels
1 Year Ago
When enabling VCS, use the mouse's current position
1 Year Ago
Remove PanelTraversalOverlay, it looked shit
1 Year 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
1 Year Ago
Check to see if an asset gets deleted from explorer - and mark it as deleted in the asset system Update asset browser list on content.changed Fix tooltips not being visible in the main menu, removed unused main menu style
1 Year Ago
Look for .sbproj in DownloadCloudProjectAsync instead of .addon
1 Year Ago
Check for valid cref attributes
1 Year Ago
1 Year Ago
Play around with inertia easing
1 Year Ago
Add ViewModelSetup.InertiaDampening property
1 Year Ago
Remove debug log :flushed:
1 Year Ago
Part of inertia w/ dampening (aim_yaw_inertia, aim_pitch_inertia) Merge branch 'main' of sbox-gunfight
1 Year Ago
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game
1 Year Ago
Editor: Add Min/MaxLength to ProjectConfig.Title to match asset manifest spec Editor: Add Project.Config.Title to review wizard
1 Year Ago
Editor: check for validation attributes on review wizard page, can't continue if it fails