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4,162 Commits over 884 Days - 0.20cph!

1 Year Ago
PrefabEditor: Categorize inspector properties by CategoryAttribute, where uncategorized entries float to the top https://files.facepunch.com/devultj/1b1311b1/devenv_QqSMMmeJMz.png
1 Year Ago
PrefabEditor: Added ScrollArea to both entity / component property inspectors https://files.facepunch.com/devultj/1b1311b1/sbox_haO3R72BW6.png
1 Year Ago
ModelDoc: fixed crash when clicking any node
1 Year Ago
Asset recompile, fixed ball AO proxy size, fix UI reference warning
1 Year Ago
Fixed HoleScore panel not grabbing its properties
1 Year Ago
Fixed up game mostly - need to sort the UI out next
1 Year Ago
Prefabs: Split up tags when adding them, resolves tags from prefab entities being grouped as one
1 Year Ago
Merge 'refactor' into 'main'
1 Year Ago
Add gunfight_ui_scale, to scale entire UI system - defaults to 0.8
1 Year Ago
Editor: Fix PackageSelector showing all asset types when trying to filter games. Resolves sboxgame/issues/issues/2811
1 Year Ago
If input actions use the same keyboard code, process all of them instead of just the first action we find.
1 Year Ago
Documentation pass on all new input action classes
1 Year Ago
Add StringQuery Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png
1 Year Ago
Minor Editor changes, remove notion of "custom" Moved generated manifests to .source2 Remove Gamepad.Activator as it doesn't serve much purpose right now
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions Make ButtonCode internal again Revert ButtonCode access modifier change for now Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal. Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor Code cleanup, made a bunch of stuff internal Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it. Made OnButton internal while we're at it Default to FullPress activator if we didn't specify a default activator
1 Year Ago
Default to FullPress activator if we didn't specify a default activator
1 Year Ago
Quick InputAction test w/ glyphs - suicide key, (K or Y Button on gamepads)
1 Year Ago
Made OnButton internal while we're at it
1 Year Ago
Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it.
1 Year Ago
Code cleanup, made a bunch of stuff internal
1 Year Ago
Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor
1 Year Ago
Add support for displaying keyboard binding for input actions w/ GetButtonOrigin https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png
1 Year Ago
Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... ) https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png
1 Year Ago
SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal.
1 Year Ago
If project is an addon, add package.base to compiler - lets people use stuff from base in their addons
1 Year Ago
Kill weapon attachments
1 Year Ago
Fixed compile issues, got weapons working again
1 Year Ago
Simplify LobbyFrontPage flow, clicking game / map will open their browsers
1 Year Ago
ButtonGroup: Don't throw if we can't find a button to pick while setting up initial render tree
1 Year Ago
Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png
1 Year Ago
Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png
1 Year Ago
Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput
1 Year Ago
Send ship skin update when the model changes
1 Year Ago
Load input manifest when we grab input actions Loop through available actions on Input.Process, check action state and set accordingly
1 Year Ago
Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included
1 Year Ago
Revert ButtonCode access modifier change for now
1 Year Ago
Make ButtonCode internal again
1 Year Ago
Fixed LastActions getting lost because CUserCmd wasn't grabbing it Added Input.Pressed and Input.Released for custom actions
1 Year Ago
Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context
1 Year Ago
Store input actions as they happen, add `Input.Down( string action )` Rip out some splitscreen code that was swallowing button released events from ClientDll
1 Year Ago
Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now
1 Year Ago
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png
1 Year Ago
Don't inherit current skin selection from other ships
1 Year Ago
Don't select skin if hovered ship is not the same as our ship
1 Year Ago
Show "current" ship skin as a different color in ShipList
1 Year Ago
Create ShipDataComponent on spawn, fixes NRE
1 Year Ago
Networked ship skin switching
1 Year Ago
Add Sound.IsPlaying, Obsolete Sound.Finished
1 Year Ago
Populate ServerInformation fields for ServerDll (ServerTitle. MaxPlayers), fixes sboxgame/issues/issues/2864
1 Year Ago
game.shooter: put README in the right folder :skull: