usermattcancel

1,413 Commits over 943 Days - 0.06cph!

2 Years Ago
Restore default key binds button for when you've fucked them
2 Years Ago
When uploading addons use a 64 bit int for scanned bytes for addons with manifests over ~2.1gb
2 Years Ago
Use an estimated velocity clientside for entities with physics (was just 0 before)
2 Years Ago
Only show gamemode packages in local games menu
2 Years Ago
Ball movement controller, move along with the ground entity velocity
2 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
2 Years Ago
Recompile assets Update control hints to use Input.GetGlyph with light neutral style
2 Years Ago
Update README.md, LICENSE Update addon schema Code cleanup, take advantage of new API and C# language features to make this a good example of how to use s&box. * Stop using Sandbox.GameBase, if there's a reason we were using this let's fix that in base instead. * Update namespace and use file scoped namespaces from C#10. * Take advantage of [UseTemplate] and @text binds instead of updating text in Tick. * RootPanel deletion is handled by engine now, we can just do new RootPanel() * Move code around into partial classes better. Update fgd filename Update trap entity code after merge
2 Years Ago
Template property binds (e.g @text=) allow non-public and ignore case, matches @ref behavior
2 Years Ago
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
2 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
2 Years Ago
Resolve obsolete ResourceId usage
2 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.
2 Years Ago
Clear Asset dictionaries and dispose of watchers on Init/Shutdown
2 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.
2 Years Ago
Hint the networked dictionary generator to support class types we can NetWrite as keys.
2 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.
2 Years Ago
Update addon schema Add tests for networked dictionaries with BaseNetworkable and object value types.
2 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
2 Years Ago
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
2 Years Ago
Fix SlotNext, SlotPrev buttons not working on controllers
2 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
2 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.
2 Years Ago
Make [Net, Change] work with entities and remove obsolete [OnChangedCallback]
2 Years Ago
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
2 Years Ago
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
2 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
2 Years Ago
Error if trying to add the same addon twice. Remove debug log from controller testing.
2 Years Ago
Update world input usage and update addon schema
2 Years Ago
Remove extra EndGlobalSection from .sln - fixes Rider being unable to open solution When upgrading .addon to new schema default SharedAssets to `*.*`
2 Years Ago
Fix hanging from SetParent, forgot to stage this fix oops
2 Years Ago
Don't allow entities to try and become children of their children, throw a warning for creators - fixes infinite recursion crash.
2 Years Ago
Fix InputBuilder.Pressed/Up not working properly with controller input
2 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
2 Years Ago
Whitelist ZipArchive properly so you can pass a Stream and whitelist various System.IO exceptions.
2 Years Ago
Small fix with controller config (exporter missed a #?)
2 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.
2 Years Ago
Final code/doc cleanup, fix Controller.All returning disconnected ones
2 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.
2 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
2 Years Ago
Disable videomode settings when in tools as it's handled by the widget (prevents user getting into an infinitely tiling window state)
2 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 )
2 Years Ago
Throw a nicer exception if you try to add children to something that shouldn't have them ( <text>, <img> )
2 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 )
2 Years Ago
Fix NRE on unsized Image panel with no texture
2 Years Ago
<img> panel will now default size to their Texture size
2 Years Ago
When rendering an Image panel mimick background-size: cover instead of contain - fix it looking shit at edges
2 Years Ago
Add Open Visual Studio & Regenerate Solution options to editor window
2 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 )
2 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