4,027 Commits over 853 Days - 0.20cph!
Set up b_sprint parameter in prep for max's sprint anims
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource)
Remove ClientEntity.HasPermission (unused)
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
Decrease block increment size, can get finer selections (i.e PackageCard modal button)
Fix FindPanelsAt never finding more than 1 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
Work on finding panels from delta, fixed not finding an initial focused panel
Add PanelTraversalOverlay (for lack of a better name)
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
VCS: only tick for panels that want mouse input
VCS: fix is-pressed style
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
Don't moan about missing voice input
Process inputs in MenuDll
Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed
Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
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
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
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
Use stylesheet to style virtual cursor, add ScrollSpeed
Fixed calculation of virtual cursor position
Add basic working virtual cursor using PanelInput.UpdateMouse
Don't revert back to PanelTraversalSystem if analog is empty
Refactor so we can switch between panel traversal and virtual cursor based on input
Start drafting out UI navigation with controller, by traversing panels
Use GunfightCamera.Target everywhere so spectating is more accurate
Support loadout system working without a gamemode set
Fixed friendly fire error when not playing on a gamemode
Give bots the default loadout
Try pieceing together the spectator system
Show return button on all pages of class modal
Fixed up thirdperson mode
Fixed a bunch of other NREs found from the errors page on AP
Fix WeaponViewer NRE
Fix FFAGamemode.OnGameStateChanged NRE
Fix GameStatus NRE
Can't aim while holstering
Add holster angle offset, reduced time taken to switch to your sideram
Fixed FFA error spam
Try to make sliding a bit more snappy, add slide cancelling :grimacing:
Save custom class when setting it as an active class
New class modal style
https://files.facepunch.com/tony/1b0311b1/sbox-dev_6CDGC1kRXe.png
Don't allow multiple attachments to be active if they're in the same category
Redo team scoring system, should fix winner decision logic. Remove use of INetworkSerializer while we're at it
Add WeaponViewer.FlipYaw, use for KillFeedEntry
Redone KillFeed to provide clients and weapon info, use WeaponViewer to show weapon image instead of name, add IsHeadshot
Assume a death that isn't from a weapon as suicide for now
Add WeaponDefinition.EmptyReloadTime
Loading screen adjustments
Add SteamInput manifest file for deck
At the moment, all it does is make the right trackpad work
Fixed GunfightWeapon NRE on death
Sorted out ammo text wrap bug
Changed SwitchWeapon action bind from Q to 2
Fixed loadout sys starting the player on their secondary weapon
Fixed Loading Screen not fetching map correctly - also support finding map from Game.Server.MapIdent
Fixed holster fucking up weapon deploy on next respawn
Reduced base menu UI scale
Add MatchmakingSystem.CreateLobby, add quick-start to matchmaking page
GameServerFrame low-res improvements
Trace from eyepos to vault end pos to make sure we can't jump through world geometry and shit like that
Make player loadout assignment safer
Set b_empty param properly on all weapons