4,160 Commits over 884 Days - 0.20cph!
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
Editor.Animate promoted to public
Cleanup, docs, fixed search targeting the current selection - instead reset selection entirely
Rewrite component type selector to support selection categories, animated traversal
https://files.facepunch.com/tony/1b1511b1/sbox_86bKULbb2X.mp4
Show component header icon fallback
Add icon for sound listener
BoolControlWidget: don't propagate mouse press to parent widgets
Can expand/shrink component sheets
https://files.facepunch.com/tony/1b1511b1/sbox_IZ529lK3ch.png
Added path for updating audio listener outside of client gameloop
Add SoundListenerComponent, test sound on Turret
Add DecalComponent.TintColor
https://files.facepunch.com/tony/1b1311b1/sbox_jQtrA8ls2t.mp4
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
Add Decal.Place( SceneWorld, ... )
Testing method for creating a decal in scene worlds
Add BaseComponent.GetComponent(s) accessors
Enable MultiSelect on SceneTree TreeView
Testing method for creating a decal in scene worlds
When SceneTree changes scene, cache the selection and try to select those objects again
Fix not being able to drag in prefabs to scene (prioritize local files first)