userTony Fergusoncancel

2,661 Commits over 670 Days - 0.17cph!

38 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later)
39 Days Ago
Delete Input.AnalogInputs/GetAnalog (might re-add later)
39 Days Ago
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
40 Days Ago
Forward controller axis events to managed
40 Days Ago
Forward controller button events to managed
40 Days Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again
42 Days Ago
Initial proof of concept for scoping gamepad inputs - Push input scope if a GameObject has an InputScope component, which pushes the active input context - Don't use Controller.First anywhere other than UI - Poll every gamepad input and store an InputContext per controller, instead of just the first one Todo: - Fallback to first controller if we don't define any input scopes at all - Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
44 Days Ago
Can drop into hierarchy (resolves Facepunch/sbox-issues#4453)
45 Days Ago
Sort out warnings
45 Days Ago
GameManager -> Game
45 Days Ago
F1 console: copy exception stack to clipboard when clicking entry (resolves Facepunch/sbox-issues#5038)
45 Days Ago
Add scroll area to EnumControlWidget
45 Days Ago
Update IntegerControlWidget label color GameManager -> Game
47 Days Ago
Populate some missing TypeSerializedField virtuals (fixes Facepunch/sbox-issues#5042)
47 Days Ago
Support serializing field containers
47 Days Ago
Fix Facepunch/sbox-issues#5048, Facepunch/sbox-issues#5044
47 Days Ago
Scope to the active scene when running commands
47 Days Ago
Remove all references of OpiumSoundEvent, won't be needed
48 Days Ago
Hook up separate viewmodel camera, hook up independent fov settings https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
48 Days Ago
Fix not being able to open the player prefab
49 Days Ago
Tentative fix for Facepunch/sbox-issues#5021
49 Days Ago
Add ability to fullscreen the scene viewport https://files.facepunch.com/tony/1b2911b1/sbox-dev_kpYpHqbHbE.mp4
50 Days Ago
Use SerializedObject.OnPropertyChanged for more reliable update, instead of relying on OnChildValuesChanged
50 Days Ago
Signal value changes for ResourceControlWidget too
50 Days Ago
Signal value changes for GameObjectControlWidget
51 Days Ago
Compile GameResource if their source changes (external changes, disk saving)
51 Days Ago
Add toggle grid option pending review of scene toolbar binds (sbox-issues/issues/4767)
52 Days Ago
Fix NRE when trying to access Game.Overlay stuff without a modal system
52 Days Ago
ui: Add button to settings menu to open binds overlay
52 Days Ago
When cloning a GameObject, inherit name (unique) from source
52 Days Ago
Don't prompt scene saving for editor sessions that are GameEditorSession
52 Days Ago
Sync tags between sceneobject and its aoproxy object if it has one, fixes sbox-issues/issues/4944
52 Days Ago
Translation.TryConvert can perform implicit conversions Fixed SerializedProperty.GetDefault passing the DefaultValueAttribute, not the actual default value 🤦
54 Days Ago
Add "op_ui_objectives_force" Implement InventoryContainerPanel/Slot, layout grid and non-grid inventories https://files.facepunch.com/tony/1b2411b1/sbox-dev_heTLhXRngc.png
56 Days Ago
Demote some new stuff from being public Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
56 Days Ago
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
56 Days Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system
56 Days Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system
57 Days Ago
Update BaseWeapon.Effects.cs
57 Days Ago
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
57 Days Ago
Don't update Project.LastOpened when adding it from file
57 Days Ago
Compile fix
58 Days Ago
More post-rebase fixes
58 Days Ago
Delete minimal.scene 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 Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels 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 Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) 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 Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose Post-rebase fix
58 Days Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
59 Days Ago
AssetBrowser: Add "Delete Folder" option to Folders
59 Days Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
59 Days Ago
Make shortcuts very obvious by including them in tooltips
59 Days Ago
SceneTabList: middle mouse destroys scene session
59 Days Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero