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17,500 Commits over 1,338 Days - 0.54cph!

4 Months Ago
Post-merge fix
4 Months Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) 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 Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI
4 Months Ago
Fix component context menus being modal, not preventing gameobject context menu popup Fix component "paste values" not working
4 Months Ago
Fix TreeView being empty when scroll forced to top due to item changes Automatically mark BaseItemWidget dirty after a drag and drop (fixes sbox-issues/issues/4374)
4 Months Ago
InteropGen - assert to make sure accessor's a not null Remove SceneCamera.IsMainCamera Add Scene.Camera (returns best, mainest camera) Add Scene.Camera unit test Added CameraComponent.PointToScreenNormal, PointToScreenPixels, ScreenPixelToRay, ScreenNormalToRay Make stuff use Scene.Camera instead of Camera.Main Remove some Camera members Remove some functions from Screen
4 Months Ago
Updated citizen skin and eyeball material
4 Months Ago
use facepunch.walker as maplist game
4 Months Ago
Add SpawnPoint component
4 Months Ago
Fixed error CS8632
4 Months Ago
ActionGraphs capture their containing component Fixes Facepunch/sbox-issues#4370
4 Months Ago
Update shaders with SSS and baked lightcookie fixes
4 Months Ago
Node creation context menu lists getters for components on the host object
4 Months Ago
Don't load any game addons during editor startup
4 Months Ago
ActionGraph context capturing (sbox-issues#4370) ActionGraph node auto-sizing Fix serializing references to the scene object Make SceneFile.Id non-nullable Common helper nodes for components / objects / scenes, special "_this" variable https://files.facepunch.com/ziks/1b0511b1/sbox-dev_NhWdN7pAYp.png Facepunch/sbox-issues#4370
4 Months Ago
Add Preferences class with sensitivity and fov Input uses sensitivity preference CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy CharacterControllerHelper uses SceneTrace Link to new documentation on the welcome screen Fix CitizenAnimationHelper NRE's
4 Months Ago
Handle func_brush creation Handle prop_physics etc
4 Months Ago
Fix and tidy up terrain data serialization
4 Months Ago
Add MapInstance.IsLoaded
4 Months Ago
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
4 Months Ago
Fix serializing references to the scene object
4 Months Ago
Re-plug in speech synthesizer play return
4 Months Ago
Framing a GameObject switches to SceneView Add GameObjectFlags.Deserializing when deserializing Fix performance hit by setting SceneObject properties unnecessarily Only draw envmap bbox when selected Scene.GetAllComponents<T> can find interfaces Use GetAllComponents where we were doing recursive ActiveScene.Components.GetAll Removed SceneObject.Angles (Rotation works exactly the same) Don't render game view when not visible (fixed)
4 Months Ago
Clear QPixmap on create so it's not full of uninitialized data
4 Months Ago
Add InitializeFromLegacy for SkyBox2D Add InitializeFromLegacy for VolumetricFogVolume Add InitializeFromLegacy for EnvmapProbe Handle env_combined_light_probe_volume
4 Months Ago
Guard unnessecary transform change in managed instead of native
4 Months Ago
Fix build failing, can't access TerrainData cref in sandbox.engine
4 Months Ago
Only set body group defaults on model change when sceneobject exists so it doesn't get reset on deserialize
4 Months Ago
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
4 Months Ago
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output) Don't save the file 9 times everytime in Asset.SaveToDisk Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
4 Months Ago
If the collider is static, make the rigidbody static, fixes colliders trying to add keyframed body twice
4 Months Ago
Notify transform change when changing parent #4386
4 Months Ago
GetAuthToken returns string without quotes Fixes sbox-issues/issues/4381
5 Months Ago
UI: Apply `image-rendering` mode to masks
5 Months Ago
Don't need this log anymore
5 Months Ago
Smaller PackageCard Add Maps List Fix hitbox GameObject weirdness Don't trim Label content Add Button.Disabled Delete FormGroup.razor Clean CreateGameModal (refactoring to Launcher) Add Launcher to project Launch mode
5 Months Ago
Add support for `white-space: pre;` Fixes sbox-issues/issues/4345, can see this being useful for rich text, syntax highlighting, etc.
5 Months Ago
VR: when saving off the HMD matrix, use the one we get directly from openvr - don't do any processing or bullshit
5 Months Ago
ActionGraph context capturing (sbox-issues#4370) ActionGraph node auto-sizing Fix serializing references to the scene object
5 Months Ago
2D Skybox has inifnite bounds too
5 Months Ago
When a map is re-compiled from Hammer reload any MapInstance components to reflect the changes
5 Months Ago
Meant to upload spritecard not skin
5 Months Ago
ToolsVisHandleTransmissiveLighting just takes two params now
5 Months Ago
Move UpdateAmbientOcclusionProxy from SceneObject_PostFlagsUpdate, was causing asserts
5 Months Ago
Don't change SceneObject transform if it didn't change Don't render GameView when it's not visible (in editor)
5 Months Ago
Update citizen with per-vertex curvature and update materials to match new shader changes https://i.imgur.com/Dt9X3Vv.mp4
5 Months Ago
Put CubemapFog and Tonemapping in Post Processing category
5 Months Ago
Menu close the game properly Add Game.Close() - properly clears launch params
5 Months Ago
Fixed not loading the startup scene fallback when loading a project
5 Months Ago
Only mount projects in editor mode Fix not always finding the map from a map package Fix StartupResources being filled with duplicates Show Launch With Map.. option Use map launch startup scene
5 Months Ago
Fixed decals projecting down instead of forward