1,584 Commits over 1,127 Days - 0.06cph!
Remove extra EndGlobalSection from .sln - fixes Rider being unable to open solution
When upgrading .addon to new schema default SharedAssets to `*.*`
Fix hanging from SetParent, forgot to stage this fix oops
Don't allow entities to try and become children of their children, throw a warning for creators - fixes infinite recursion crash.
Fix InputBuilder.Pressed/Up not working properly with controller input
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
Whitelist ZipArchive properly so you can pass a Stream and whitelist various System.IO exceptions.
Small fix with controller config (exporter missed a #?)
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.
Final code/doc cleanup, fix Controller.All returning disconnected ones
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.
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
Disable videomode settings when in tools as it's handled by the widget (prevents user getting into an infinitely tiling window state)
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 )
Throw a nicer exception if you try to add children to something that shouldn't have them ( <text>, <img> )
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 )
Fix NRE on unsized Image panel with no texture
<img> panel will now default size to their Texture size
When rendering an Image panel mimick background-size: cover instead of contain - fix it looking shit at edges
Add Open Visual Studio & Regenerate Solution options to editor window
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 )
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
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
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
Use InvariantCulture when parsing time in scss too
Fix initial fgd autogen needing config folder to exist
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.
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
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.
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)
Backport engine fix for debug scratch rendertargets running out
Support loading font files with SemiLight (350) or ExtraBlack (950) names
Fix NRE in stylesheet parser if an invalid file is requested
Parse floats properly in stylesheets with InvariantCulture
Add WaterSceneObject's PlanarReflection as a scene object child properly
Support loading font files with SemiLight (350) or ExtraBlack (950) names
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
Restore SimulateActiveChild to Player fixing weapons not showing / firing.
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Remove redundant inherited member on MainMenuPanel
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Interopgen OpenVR's IVROverlay to managed engine
Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated
VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes
When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass
Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )
Add console commands from Sandbox.Menu dll making menu_reload work again
Add missing internals to a couple OpenVR structs
Add float.MeterToInch / float.InchToMeter extension methods
Make main menu VR overlay properly show when ingame
Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
If VR is enabled make the GameList.ControlTag default to VR
Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k )
Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
If VR is enabled make the GameList.ControlTag default to VR
Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k )
Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters
Add console commands from Sandbox.Menu dll making menu_reload work again
Add missing internals to a couple OpenVR structs
Add float.MeterToInch / float.InchToMeter extension methods
Make main menu VR overlay properly show when ingame
Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Interopgen OpenVR's IVROverlay to managed engine
Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated
VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes
When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass
Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed, do basic render & input for main menu.
These transparently handle the differing coordinate systems from
Source to OpenVR.
Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it
Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit
Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel
VROverlay input system for UI using input data from OpenVR
Handle scroll events on vr overlays, turn it into InputData for UI
Custom OpenVR interop bindings, grab the OpenVR interfaces from engine
Lets us cut out loads of bullshit making things way simpler and neater.
Restore viewport after rendering in VROverlayPanel
Simulate VR overlay mouse position properly from scale
Make engine construct OpenVR texture handles instead since they're graphics API specific
Update MouseScale properly on vr panel overlays
Update vr overlay panel render texture when panel bounds change
Hide vr overlays if vr dashboard is open
Document on when you should use an overlay vs a worldpanel
Dispose of all vr overlays on game end that may not have been picked up by GC yet
Prevent redundant calls to OpenVR in property setters
Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels
tidy up, unfuck namespaces / class names / docs
Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? )
Make VR overlays work in-game, hide them when the main menu overlay is showing
Fix interop issues from rebase/squash
Decide if VROverlayPanel does input from pointer-events
Allow absolute overlay transforms from seated or standing origins
Add relative overlay transforms from other overlays (they inherit visibility too)
Add Overlay.SetHudTransform( Transform ), set it relative to system.HeadsetView overlay view
Start exposing IVRInput to the managed engine, let us interact with actions internally ( shit like /user/hand/right )
Add relative overlays to tracked devices
misc mark shit as internal, fixes, tidy up
Network Client.IsBot so it works clientside
tidy up, unfuck namespaces / class names / docs
Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? )
Make VR overlays work in-game, hide them when the main menu overlay is showing
Dispose of all vr overlays on game end that may not have been picked up by GC yet
Prevent redundant calls to OpenVR in property setters
Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels
Make engine construct OpenVR texture handles instead since they're graphics API specific
Update MouseScale properly on vr panel overlays
Update vr overlay panel render texture when panel bounds change
Hide vr overlays if vr dashboard is open
Document on when you should use an overlay vs a worldpanel
Use our own interop bindings for OpenVR, grab interface from engine
Refactor VROverlay, just set stuff once in property setters instead of in render thread
No need for a separate MainMenuPanel impl for VR, just make a VROverlayPanel of it
Restore viewport after rendering in VROverlayPanel
Simulate VR overlay mouse position properly from scale
Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel
VROverlay input system for UI using input data from OpenVR
Handle scroll events on vr overlays, turn it into InputData for UI
Make vr controllers scroll UI the right way and consume the delta after it's used
VR mainmenu, split out the lobby bar into a seperate offset overlay
VROverlay: handle key management automatically internally
Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it
Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit