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1,380 Commits over 1,066 Days - 0.05cph!

3 Years Ago
Give KeyframeEntity (e.g ent_platform) velocity so pawn movers can use their base velocity. https://files.facepunch.com/matt/1b2611b1/platform_before_after.mp4
3 Years Ago
Template property binds (e.g @text=) allow non-public and ignore case, matches @ref behavior
3 Years Ago
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
3 Years Ago
Basic key bind menu https://files.facepunch.com/matt/1b2411b1/sbox_VIhmptifiG.png Remove old unused default controller binds Allow changing audio output device in tools Save key binds
3 Years Ago
Resolve obsolete ResourceId usage
3 Years Ago
Don't derive Asset from Resource... fix getting assets by id/path returning null (#150) Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID, meaning when you fetched by ID it would only be valid in one state.
3 Years Ago
Clear Asset dictionaries and dispose of watchers on Init/Shutdown
3 Years Ago
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID, meaning when you fetched by ID it would only be valid in one state.
3 Years Ago
Hint the networked dictionary generator to support class types we can NetWrite as keys.
3 Years Ago
Disable debug warning log on network hash mismatch Implement [Net] IDictionary<TKey, BaseNetworkable> and expose IDictionary<TKey, object>, code gen is more resilient and gives better feedback for unsupported combination types.
3 Years Ago
Tag asset type images under tools Fix small regression with InputBuilder Pressed/Released not working after calling Clear() Remove VROverlay from update list if it's handle is 0, don't think the weakref was freeing fast enough
3 Years Ago
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
3 Years Ago
Fix SlotNext, SlotPrev buttons not working on controllers
3 Years Ago
Add mouse icons for Input.GetGlyph instead of text https://files.facepunch.com/matt/1b1711b1/sbox_BvBA1fyVuJ.png Fix glyphs for analog inputs not working
3 Years Ago
Make [Net] only work on { get; set; } props and throw a nice error, people were constantly getting confused why their custom getters/setters weren't working.
3 Years Ago
Make [Net, Change] work with entities and remove obsolete [OnChangedCallback]
3 Years Ago
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
3 Years Ago
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
3 Years Ago
Hack to resize glyphs from Steam if they're the wrong size until it's fixed on Steam, e.g PS glyphs are twice as big.. Add optional style parameter to Input.GetGlyph There's 3 styles Knockout (default) buttons are on a knocked-out background. Light is black on a white background, Dark is white on a black background. Modifiers WithNeutralColorABXY() will match the style color instead, WithSolidABXY() gives the buttons a solid fill. Example usage: Input.GetGlyph( InputButton, style: GlyphStyle.Light.WithSolidABXY() ); https://files.facepunch.com/matt/1b1711b1/glyph_styles.png
3 Years Ago
Error if trying to add the same addon twice. Remove debug log from controller testing.
3 Years Ago
Remove extra EndGlobalSection from .sln - fixes Rider being unable to open solution When upgrading .addon to new schema default SharedAssets to `*.*`
3 Years Ago
Fix hanging from SetParent, forgot to stage this fix oops
3 Years Ago
Don't allow entities to try and become children of their children, throw a warning for creators - fixes infinite recursion crash.
3 Years Ago
Fix InputBuilder.Pressed/Up not working properly with controller input
3 Years Ago
Add optional argument to Input.GetGlyph specifying glyph size. ( Small: 32px, Med: 64px, Large: 128px ) Input.GetGlyph( InputButton ) will now return glyphs in the same knockout style as controller glyphs https://files.facepunch.com/matt/1b1311b1/glyphs.png Clear all cached handles when a new Steam Input config is loaded
3 Years Ago
Whitelist ZipArchive properly so you can pass a Stream and whitelist various System.IO exceptions.
3 Years Ago
Small fix with controller config (exporter missed a #?)
3 Years Ago
Update Steamworks SDK 1.53 Resolve deprecated SteamNetworkingSockets usage Controller API in Sandbox.Engine wrapping Steam Input internally with proper async glyph loading Better controller support in C# Input system with Steam Input. New methods: * Input.UsingController - true if the last input from a user was from a controller (accessible serverside too) * Input.GetAxis( InputAnalog ) - get the raw analog axis from a controller, move / look / triggers. * Input.GetGlyph( InputButton / InputAnalog ) - Get a controller-specific glyph texture for the bound InputButton ( if using controller ) * Input.GetButtonOrigin( InputButton / InputAnalog ) - Get context specific button, e.g InputButton.Jump would return 'SPACE' or 'A Button' Users can bind any InputButton to various controller devices by opening the binding panel from the settings menu. Default configurations for Xbox One and PS4 controllers, other devices should derive nicely from these, let us know if not. InputButton: Obsolete a bunch of unused/unbound buttons that made no sense. Strip native InputSystem of legacy code for XInput / Joystick / Steam Controller.
3 Years Ago
Final code/doc cleanup, fix Controller.All returning disconnected ones
3 Years Ago
Add Input.GetAnalog( InputAnalog ) returns a Vector2 of either Move, Look or Trigger - can be used serverside too. Strip XInput / Joystick methods completely from InputSystem, remove workarounds / hacks around it since we just do it all in C# now Add Input.GetGlyph( InputAnalog ) - split InputAnalog.Trigger into LeftTrigger, RightTrigger so you can get the glyphs Add action manifest file with PS4 / Xbox One configs ( other controllers should derive nicely from these ) Very simple controller settings button in main menu to open bindings Don't cache invalid handles in the Controller API, seems to be a few ms where handles are invalid when a controller is plugged in.
3 Years Ago
Update Steamworks SDK 1.53 Resolve deprecated SteamNetworkingSockets usage Controller API in Sandbox.Engine wrapping Steam Input internally with proper async glyph loading Use Controller API for Input, all InputButton are bindable from Steam Input. New methods: * Input.UsingController - true if the last input from a user was from a controller (accessible serverside too) * Input.GetGlyph( InputButton ) - Get a controller-specific glyph texture for the bound InputButton ( if using controller ) * Input.GetButtonOrigin( InputButton ) - Get context specific button, e.g InputButton.Jump would return 'SPACE' or 'A Button' InputButton: Obsolete a bunch of unused/unbound buttons that made no sense Remove old Steam Controller initialization from C++ engine and disable XInput Remove dead or legacy code / tidy InputSystem/UserCmd
3 Years Ago
Disable videomode settings when in tools as it's handled by the widget (prevents user getting into an infinitely tiling window state)
3 Years Ago
Fix generated ISteamInput interface not handling arrays for originsOut which would just crash if a user has multiple buttons for an action Remove InputButton enums that were completely unused and unbound to avoid API confusion Ditch seperate DigitalAction enum, let Steam Input bind any InputButton as a digital action. Make Controller an internal class that we use from the public Input class instead Add clientside Input.GetGlyph( InputButton ) and Input.GetButtonOriginName( InputButton ) which return dependent on active input device. ( Need to source some M+KB glyphs really )
3 Years Ago
Throw a nicer exception if you try to add children to something that shouldn't have them ( <text>, <img> )
3 Years Ago
Update Steamworks SDK 1.53 Resolve deprecated SteamNetworkingSockets usage Add ISteamInput interface to managed and callback forwarders Controller API using Steam Input; glyph textures, multiple controller support, analog states, etc. Use C# Controller API in InputBuilder to replicate default Source behaviour with Steam Input & disable XInput devices in C++ engine Don't spam the Event.Controller events if Steam Input spams us, derive Controller hash code from handle, add missing AnalogAction glyph getter Add action manifest files and load them, add default configs for Xbox One / PS4 controllers ( I think everything else should derive from this )
3 Years Ago
Fix NRE on unsized Image panel with no texture
3 Years Ago
<img> panel will now default size to their Texture size
3 Years Ago
When rendering an Image panel mimick background-size: cover instead of contain - fix it looking shit at edges
3 Years Ago
Add Open Visual Studio & Regenerate Solution options to editor window
3 Years Ago
Fix InputBuilder From/To UserCmd wrongly using static instance which meant you couldn't manipulate it properly on bots Remove long obsolete InputBuilder.CursorAim/CursorOrigin ( Use InputBuilder.Cursor instead )
3 Years Ago
Update Steamworks SDK 1.53 Resolve deprecated SteamNetworkingSockets usage Add ISteamInput interface to managed and callback forwarders Controller API using Steam Input; glyph textures, multiple controller support, analog states, etc. Use C# Controller API in InputBuilder to replicate default Source behaviour with Steam Input & disable XInput devices in C++ engine
3 Years Ago
Ignore uncompiled texture .jpg when sending files to client Parse CSS floats / ints with InvariantCulture in generated code too, should fix remaining issues with odd regional setups
3 Years Ago
Add ISteamInput interface from Facepunch.Steamworks Initialize Steam Input from managed Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers Update Steamworks 1.53 for Steam Input improvements including Steam Deck support Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58 SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug? Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly Chuck up some debug panels in the input settings menu for each connected controller to debug features Async steam input glyph texture loader Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs. Forward SteamInput callbacks to C# Steamworks properly Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this Update IGA file to match enums and action manifest, add a basic PS4 controller manifest Remove dead code Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble. Disable XInput init / polling in inputsystem, handle it all in managed via Steam Input Controller API Init/Poll in Sandbox.Client too Iterate more on Controller API, replicate Down/Pressed/Up methods of InputBuilder, document more shit Create controller input in InputBuilder from managed Controller API ( maybe this should be in base instead so the user can override it for whatever reason? ) Initial work on UI navigation with controller
3 Years Ago
Use InvariantCulture when parsing time in scss too
3 Years Ago
Fix initial fgd autogen needing config folder to exist
3 Years Ago
Remove dead code Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble.
3 Years Ago
Forward SteamInput callbacks to C# Steamworks properly Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
3 Years Ago
Add ISteamInput interface from Facepunch.Steamworks Initialize Steam Input from managed Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers Update Steamworks 1.53 for Steam Input improvements including Steam Deck support Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58 SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug? Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly Chuck up some debug panels in the input settings menu for each connected controller to debug features Async steam input glyph texture loader Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
3 Years Ago
If we surpass MAX_ACTUAL_RENDERTARGETS don't try to allocate more, fixes buffer overflow crashes (cherry picked from commit 124a7d351686733fe63d829c49ee65f18aec8359) Double MAX_ACTUAL_RENDERTARGETS to 256, with people making their own tools 128 would easily get hit (cherry picked from commit 08628fb0f855688c84909b976a2d3b3c3cd678da)
3 Years Ago
Backport engine fix for debug scratch rendertargets running out