17,236 Commits over 1,338 Days - 0.54cph!
Add keyboard modifiers to GraphicsMouseEvent + Documentation
ShaderGraph: First iteration of reroute nodes https://files.facepunch.com/layla/1b0811b1/sbox_P0rciQn0oh.mp4
Don't detect expander press on treeview item press if the item has no children, this was stopping items from being clicked sometimes (very annoying)
ShaderGraph: Create node preview when drag dropping from node palette https://files.facepunch.com/layla/1b0811b1/sbox_UdPTk18ydz.mp4
Initial work for line drawing
Add letter-spacing transition
Add support for line-height css property
Supports px and % values
https://files.facepunch.com/crayz/1b0711b1/sbox-dev_JqHcXREoIW.mp4
More common widgets documentation
Documentation pass for asset tags and widget events
Clean up asset browser context menu code a bit
Encode tintmask on unused channel of normal map so we don't need a combo to store translucency in Material API
Tag all Hammer entity icons with internal tag
Do not reset Asset Picker icon size for when opened from native
(Will still force list/grid as dictated by native)
Check compile result is valid before trying to update output handle configs
Add some more known input types
Don't make screen position node a constant
ShaderGraph: Update output handle configs when evaluating nodes so that we never have connections with an unknown color type https://files.facepunch.com/layla/1b0711b1/sbox_VkB7yk9nFf.mp4
Add Camera.Size
Add SceneCamera.GetRay
Fix main camera size not being set properly
Pass drag and drop through to server
Add StringQuery
Restyled Inputs page https://files.facepunch.com/devultj/1b0711b1/sbox_LLtHZF0hOR.png
In tools, when the mouse leaves the game view make it a passive child, so dropping files on it will pass down to Qt and let us do stuff. Restore it back to normal when hovered or console key is pressed.
Add BlockingLoopPumper
Qt Drag and drop is no longer blocking by default - Added Drag.ExecuteBlocking
ticket machine fix for -862
Recompiled cardboard box material
Recompiled metal wheely bin material
fix for 861
Merge branch 'master' of sbox
Managed Asset Tags (#843)
Align asset tag icon text to center & clean up
Fix scenesystem generating an incorrect volumetric fog preview when there's no fog volumes in the map
Minor Editor changes, remove notion of "custom"
Moved generated manifests to .source2
Remove Gamepad.Activator as it doesn't serve much purpose right now
Simplify how baked fog is declared internally and make it much less confusing for end users
Disable baked fog on hammer
When pressing the console key in editor, only focus the console if it's already visible
Remove unused
Merge branch 'master' of sbox
Change menu checked style border color back
Move Asset.AssetTags to its own file
Simplify tagpicker
Make checked tags more obvious in the menu
Add Menu.RemoveOptions and Menu.RemoveMenus (sometimes you want to clear everything but widgets)
ShaderGraph: Make the node filter on context menu actually work https://files.facepunch.com/layla/1b0711b1/sbox_Pwav4kprlr.mp4
Fix static output result funcs not being evaluated when evaluating all nodes, causing not all previews to be working
Remove built in default tags
Cleaner tag autogenerated icons
Simplify tag menu code
Fix tags being case sensitive
Fix crash when adding double space to tags
Include all tags in one column, no need to complicate this
ShaderGraph: Ctrl+Spin will rotate the model with the camera, giving the effect of the lights being rotated, similar to what we have in modeldoc https://files.facepunch.com/layla/1b0711b1/sbox_BF0qMUeERK.mp4
Add emoji/linebreak test to text overflow test page
Fixes a bug with incorrect forced linebreak positions on fontruns with no linebreaks
Use break-all for server and lobby list titles for visual consistency
Use Vulkan 1.1 if avaliable to resolve VK_ERROR_INCOMPATIBLE_DRIVER, use Vulkan 1.2 when raytracing is avaliable
Fix invalid command buffer in CRenderContextVulkan::ApplyDelayedChanges()
[temp] don't mount any asset.party shaders
vr_lighting.fxc: need explicit sampler lod as used from vs
better logging & timeout for when the swapchain hangs, which it shouldn't be, but lets you know wtf is going on
Fix bounds on generated sphere
Fix uvs on generated sphere
ShaderGraph: Fix mistake in texture name cleaning
ShaderGraph: Generate tessellated sphere for preview so shaders don't look bumpy and shit https://files.facepunch.com/layla/1b0611b1/sbox_NEn0OBFX0f.png
Fix GraphicsMouseEvent not telling us which button was released
ShaderGraph: Middle mouse button to pan preview camera
TagPicker popout changes
Add a scrollbar for when we have too many elements.
Add more visual separation between category columns
Rearrange Asset Browser type/tag groups so that types are only on the left
Ability to add any random tag to an asset via Tags context menu
https://files.facepunch.com/rubat/1b0611b1/sbox-dev_LxJY9AuyG1.mp4
Rough project-defined input actions proof of concept https://files.facepunch.com/devultj/1b2111b1/sbox_OnFnajwsBR.png
Moved InputAction stuff out of Sandbox.Engine, remove gamepad related stuff for now
Store input actions as they happen, add `Input.Down( string action )`
Rip out some splitscreen code that was swallowing button released events from ClientDll
Store input actions in uint64_t, bundle in user command, now they can be read in Simulate context
Fixed LastActions getting lost because CUserCmd wasn't grabbing it
Added Input.Pressed and Input.Released for custom actions
Make ButtonCode internal again
Revert ButtonCode access modifier change for now
Experiment: Generate our own SteamInput action manifest at runtime w/ user defined actions included
Load input manifest when we grab input actions
Loop through available actions on Input.Process, check action state and set accordingly
Fixed issue where controller actions were stomping keyboard actions - now we store previous controller actions, clear pressed actions, then check via SteamInput
Codegen gamepad manifest which allows InputActions to be processed by SteamInput. Support activators (full press, double press for now). Have to figure out eliminating default binds. https://files.facepunch.com/devultj/1b0211b1/Code_V3N9DYtXZH.png
Add gamepad specific properties to InputActionPage https://files.facepunch.com/devultj/1b0211b1/sbox_SV5HighWBa.png
Refactor to use Action Set Layers https://files.facepunch.com/devultj/1b0211b1/steamwebhelper_tmcW41uhRr.png
SteamInput: Generate group source bindings in gamepad manifest, which now links the groups properly and lets us set our action bindings. Make GroupEntry constructor internal.
Get glyphs working with Input Actions, added Input.GetButtonOrigin( string action ), Input.GetGlyph( string action, ... )
https://files.facepunch.com/devultj/1b0511b1/og0aKbvpTS.png
Add support for displaying keyboard binding for input actions w/ GetButtonOrigin
https://files.facepunch.com/devultj/1b0511b1/sbox_aFn6pH6wV3.png
Restrict some keys from being used as input actions (windows keys, function keys, caps lock, etc), added readable titles for editor
Code cleanup, made a bunch of stuff internal
Don't try to pass NativeEngine.ButtonCode to Sandbox.Input.OnButton. Gets rid of needless casting further down the line
If we don't have any keyboard modifiers set, let people press them and still recognize that input - ex: when sprinting and hitting an input action, we'd reject it.
Made OnButton internal while we're at it
Default to FullPress activator if we didn't specify a default activator
Iterate on AMD DNSR implementation
Default to FullPress activator if we didn't specify a default activator
Fix another shader compile error in combine node when something other than a float is plugged into it
ShaderGraph: Color input plugs based on connected type, this is useful for when and input has an unknown type, like multiply https://files.facepunch.com/layla/1b0611b1/sbox_FgSqc4RxjO.mp4
Citizen/clothing: updated Posh Dress to latest skinning
Take better care in cleaning name for named constants