4,648 Commits over 976 Days - 0.20cph!
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)
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
Editor: Add inline text editing for input action name and group
https://files.facepunch.com/tony/1b0911b1/sbox_Pa9V155XnL.mp4
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 (?)
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
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
Small JumpList refactor, update JumpList when activating game project
- Removed JumpListManager
- Moved all JumpList stuff into Sandbox.Engine
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
Add adjustable analog sensitivity for UI
Kill controller input system if we run out of gamepads to use
General cleanup, remove unused ControllerOverlay panel
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
When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor)