4,027 Commits over 853 Days - 0.20cph!
Reduced annoyance of player movement sounds / weapon switching sounds / jump and land sounds
Improved button style & hover state of WeaponCard
Show selected class clearly
Class Modal style update
Update landing page and pause menu
Remove spammy bodygroup logs
Show create a class for everyone
Disable VaultMoveMechanic for now - too many exploits
Create a class list is horizontal instead
ClassCard creates two WeaponViewers to show primary & secondary at a glance
Moved Create New Class button to be separate from the class list
More UI position adjusting, xp bar width, opacity, blend-mode
Moved hints around so they don't clash with each other
Improved cover aim eye height
Refactor Ammo component to accept a weapon property. Remove unused actions, add SwitchWeapon action
Remove old loadout system, replace with custom classes, gamemodes can define default class
Experiment: Use gamepad gyro for aiming (will probably make this handheld only but we'll see)
Adjust Steam Deck game scale, still high but not as insane as before
Keep Deck main menu scale the same as PC for now, server browser is totally unusable currently
Restyle weapon hud
https://files.facepunch.com/tony/1b3111b1/sbox-dev_0sWCOYcgcH.jpg
Create new class button adds new class and opens it instead of erroring out
Add WeaponCard, refactor WeaponViewer to self-handle attachments, implement save/delete methods
Matchmaking map list sorts by most popular
Players can view Settings from Pause Menu, add blur if ingame
Changed main menu style, added settings page for rebinding inputs
Hide Create A Class behind the editor for now
NotificationManager supports parsing Input Hints using a pattern https://files.facepunch.com/tony/1b3011b1/sbox-dev_zC1LT7iTAi.png
Up MP5 holster time to match @MaxLebled's new anim
Reference weapon packages in sbproj, create a class can use proper models from WeaponDefinition again
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Refactor attachment system so it's not tied to components
Menu attachment toggle test
Position WeaponViewer using model bounds, and can now edit attachments on either weapons
Group attachments by category, give them friendly names
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Update BaseFileSystem.ReadJson<T> docs
Testing out WeaponViewer w/ ScenePanel
Start framing out ClassModal
Hook it all together, create new class makes a new class and saves it
Start writing persistence for custom classes
Add Attachment.IsUnlocked()
Start framing out Create A Class page in GameMenu
Fix HTTP request parameters being flipped
Merge pull request #4 from peter-r-g/peter-r-g/fix-http-request
Docs, make WeaponAttachmentComponent abstract
Disable unsupported attachments instead
WIP Attachment Mods -> USP RMR, USP Suppressor, MP5 Rail
Add UIGlobals, UIGlobals.MenuScale and UIGlobals.GameScale. Scale up respective root panels on Steam Deck
Update InputHint when device changes, fixes controller glyphs
Update input action binds for gamepad
SteamInput: fixed left trigger action being bound to right trigger
Input: fixed AnalogInput being incorrect for right trigger
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods
This is a breaking change, please update your code (I assume not many people are using this)
Gamepad Support Refactor (#1218)
- No manifest codegen
- Gamepads work again (including Steam Deck)
- Goes against what SteamInput is all about 😢
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Update default manifest again
Fixed controller actions not being reflected serverside
Better value for attack_hold
Remove debug log :frowning:
Hook up b_jump
Remove AimFireDelay
MP5: Hook up dry fire anim