branchsbox/game-exporting2cancel
20 Commits over 31 Days - 0.03cph!
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Fixed W,E,R binds not working for object tool being set automatically
Made F3 Shortcut type Window instead of Application.
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Make net_debug work in game
Only fire global input handlers once at app-level
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
memset LightIndexMapping so it doesn't contain junk
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Bin Shortcut
Move scene shortcuts back to static class now that they work properly (ty sol)
Fix NRE for non-english layouts
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Clear usage data on list update
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png
sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly
Update SkyBox2D component to apply tint to IBL environment probe
https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
Fix black cubemap fog on hammer
Don't swallow shortcuts on same widget.
Make all tool shortcuts target the SceneViewportWidget
Update PackagePopup to show the information in a much cleaner way
https://files.facepunch.com/CarsonKompon/2024/July/31_13-50-DeliciousSora.png
Show how many assets/icons would be rebuilt when right clicking a folder. Don't show option at all if there are no assets in the folder.
https://files.facepunch.com/CarsonKompon/2024/July/31_16-20-StaidMonkfish.png
Do the same thing with right clicking anywhere in the asset browser (for the current folder)
Draw Camera Speed Overlay in Scene Viewport when changing the speed with mouse wheel
https://files.facepunch.com/CarsonKompon/2024/July/31_16-58-MonstrousIrishredandwhitesetter.mp4
Added Clear button to Editor Keybinds (allowing you to remove binds)
https://files.facepunch.com/CarsonKompon/2024/July/31_18-00-EmbarrassedHoki.png
Fix `video` getting called twice from F6 bind
Invoke shortcuts when focused on a line edit if the shortcut has a CTRL or ALT modifier (Fixes CTRL+S in a textedit)
Add EditorShortcuts.BlockInputs. Block Shortcuts while right/middle clicking on Scene Viewport.
Added "Current Project" to Special group in Asset Browser
https://files.facepunch.com/CarsonKompon/2024/July/31_19-14-MindlessEnglishpointer.png
Added Drag-and-Drop support to Folders in the Asset Browser
https://files.facepunch.com/CarsonKompon/2024/July/31_19-25-SmoggyIndianrockpython.mp4
Added support for renaming folders via the Asset Browser.
Clicking and Dragging Folders in the Asset Browser now updates the asset so it is reflecting the new path.
Can now resize Editor Keybinds window to see the full list
Can now move multiple files from File Explorer into Asset Browser in one drag
Prevent dragging into same folder
Prevent merging folders into current directory when dragging
Include revision with error report
Updating SDL2
Don't cull baked lights
Remove these sdl headers from vpc
Set light index mapping if we have a bake light index
Fix shortcuts like Ctrl+Z in ActionGraph
@CarsonKompon let me know if this isn't the right solution here
Make TreeView item renaming more explicit, share same rebindable shortcut
Pretty up shortcut hints a bit
Add more context menu shortcut hints
Make frame selection behaviour more consistent
Don't send Ctrl+C/V/X shortcuts when in a text field (since you probably only wanna do that in the text field). Resolves Facepunch/sbox-issues#6057
Be a bit more explicit with CTRL+C/V/X so other shortcuts work.
Don't use Shortcut as type "Window" when forcing Shortcut . Fixes F5 not being called when game view is in focus.
Added shortcut for pause (CTRL+F5)
Unset light index mapping uses blank light constants to kill off the light
Determine major Key Names from NativeKeyCode before anything else. Fixes non-english keyboard layouts (Facepunch/sbox-issues#6044)
Make CTRL+A in Asset List a Shortcut
Add CTRL+A shortcut to Select All in scene
Added warning icon to Editor Keybind widget with tooltip telling you if two binds share the same key(s).
https://files.facepunch.com/CarsonKompon/2024/August/01_13-28-InfiniteHarvestmouse.png
Make Asset Browser use Editor binds since they have no reason to be separate.
Added Position slider to Gradient Editor widget. Also added Delete shortcut.
https://files.facepunch.com/CarsonKompon/2024/August/01_14-22-HalfMoth.mp4
Removed some empty functions now that they have been moved to Keybinds
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Some refactor, try to branch out with convar where possible
Make internal for now
Remove net_experiment convar
Network protocol++
Send if unreliable anyway - should be acceptable it'll either drop or not
FPArms: added "Only_Weapon_no_IK" weightlist
Merge branch 'master' into game-exporting2
Mount assembly filesystem here too
Mount assemblies from downloaded packages
Init API earlier
Init API in unit tests
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Remove logs
Respect desired executable name
Delete IconChanger, it don't work
Revert formatting this entire file
Add missing ctor
Can export without having to disable whitelist
Don't need loads of warnings here, people can read
Unify terminology, icons
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Revert formatting this entire file
Add missing ctor
Can export without having to disable whitelist
Don't need loads of warnings here, people can read
Unify terminology, icons
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Remove logs
Respect desired executable name
Delete IconChanger, it don't work
Delete IconChanger, it don't work
Remove logs
Respect desired executable name
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
would help if I labelled this correctly
Init steamclient in standalone
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
Export option in Project menu
Exit whole app in standalone mode
Squash game-exporting branch
Bring everything up to date