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22,466 Commits over 1,614 Days - 0.58cph!

1 Year Ago
1 Year Ago
CSS: Better Autogen (#1222) Leaves out nullability changes for a later pain day, but includes layout cascade auto-gen, transition/animation default value handling w/ auto-generated defaults, and guarantees a value for every property in ComputedStyles (although the compiler isn't aware of this yet).
1 Year Ago
VCS: only tick for panels that want mouse input VCS: fix is-pressed style
1 Year Ago
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults Auto-generate layout cascading based on inheritance state Use BaseStyles.Default instead of hardcoding defaults Similar to `css-defaults` branch but this does it better - so I'm deleting that in favour of this. Rather than hard-coding the default value every time we fetch it: ```cs var value = Styles.BackgroundColor ?? Color.White; ``` We should be doing something like: ```cs var value = Styles.BackgroundColor ?? Default.BackgroundColor; ``` Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp In FromLerp, check if the property we're trying to change is actually changing Prevents us from stomping property changes when a transition is running with `transition: all` if you have an animation running simulataneously Move default styles into `DefaultStyles`, make everything readonly VirtualScrollPanel uses DefaultStyles Only use fallback inside Lerp functions if from/to are null Move null checks into Lerp functions, remove logs Tidy up, use same code path for lerps Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset Merge fixes, Name -> TypeName Generate FillDefaults() function, call inside PreLayout.BuildFinal, add Length.Undefined Fix a bunch of defaults (need better way to check if a property is set tho) Add `Style.IsDefault( name )` Bad idea to call FillDefaults here since it will stomp previous keyframes backdrop-filter-hueRotate is backdrop-filter-hue-rotate (oops) mask-position defaults to 0,0 Use IsDefault when necessary inside tests (HasValue will always be true for ComputedStyle properties), only check where necessary (i.e. if we're not also checking the value itself) Scrolling fixes Remove DefaultStyles, internalize IsDefault, FillDefaults, ApplyCascading Handle `overflow` prop defaults separately Use HasScrollY inside panel input Get rid of remaining null coalescing shit - ComputedStyle properties are no longer null ComputedStyles has its own class w/ no nullables, helps clean things up Remove unused, clean up
1 Year Ago
1 Year 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
1 Year Ago
Don't moan about missing voice input
1 Year Ago
Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
1 Year Ago
TypeSerializedObject handles editing value types from multiple TypeSerializedObject's Float and integer controls have draggers Fix ControlWidget.Create sometimes selecting wrong types Add AnglesControlWidget RotationControlWidget Added TransformControlWidget Add MarginControlWidget Add RectControlWidget Add BoolControlWidget
1 Year Ago
Failing test reproducing #1257 Fixed #1257
1 Year Ago
Add non inherited variant of GetTypesWithAttribute Integer editors Added TypeLibrary.GetEnumDescription Enum/Flags controls Fix error on startup
1 Year Ago
Color.TryParse fixed Added ColorControlWidget
1 Year Ago
Add TypeDescription.Fields TypeDescription and MemberDescription include SourceFile and SourceLine (allows sorting properties by line number) Add ControlSheet to Widget Gallery Switch prefab editor to use ControlSheet
1 Year Ago
Refactor Redraw widget when dropped on status changes
1 Year Ago
Hook up properties to texture file settings we care about for 2D Restore unmodified file on close if file has been modified and not saved Allow windows to bypass closing (for save prompts etc) Throw up save prompt when closing with unsaved changes Add asset browser for quick drag drop of images Use tab widget for 2d, array, cube types Don't save if there's been no unsaved changes
1 Year Ago
Refactor, more lenient on type conversion WIP widgets
1 Year Ago
Test support for deep tree SerializedProperty
1 Year Ago
Fix basic Random primitives (#1219) * Fix (Rotation / Vector2 / Vector3 / Angles).Random * Add some System.Random extension methods * VectorInCircle * VectorInSphere * VectorInSquare * VectorInCube * Gaussian (+ 2D / 3D / 4D)
1 Year Ago
Add Sandbox.System to TypeLibrary Add SerializedProperty.TryGetAsObject
1 Year Ago
Expose TypeLibrary.GetSerializedObject Add alternatives to Asset for loading with a Type instead of generics Make SerializedProperty more useful Lets start converting widgets over to using SerializedProperty
1 Year Ago
Fix AssetInspector causing a repaint every frame Set PropertySheet size mode Component sheet cleanup
1 Year Ago
ModelDoc: Add camera near Z setting
1 Year Ago
Usability
1 Year Ago
Some helper methods for adding nodes
1 Year Ago
Add generic interfaces for prefab system Prefab editor doesn't need to be an entity
1 Year Ago
Big refactor Renaming / reorganizing
1 Year Ago
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults Auto-generate layout cascading based on inheritance state Use BaseStyles.Default instead of hardcoding defaults Similar to `css-defaults` branch but this does it better - so I'm deleting that in favour of this. Rather than hard-coding the default value every time we fetch it: ```cs var value = Styles.BackgroundColor ?? Color.White; ``` We should be doing something like: ```cs var value = Styles.BackgroundColor ?? Default.BackgroundColor; ``` Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp In FromLerp, check if the property we're trying to change is actually changing Prevents us from stomping property changes when a transition is running with `transition: all` if you have an animation running simulataneously Move default styles into `DefaultStyles`, make everything readonly VirtualScrollPanel uses DefaultStyles Only use fallback inside Lerp functions if from/to are null Move null checks into Lerp functions, remove logs Tidy up, use same code path for lerps Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset Merge fixes, Name -> TypeName Generate FillDefaults() function, call inside PreLayout.BuildFinal, add Length.Undefined Fix a bunch of defaults (need better way to check if a property is set tho) Add `Style.IsDefault( name )` Bad idea to call FillDefaults here since it will stomp previous keyframes backdrop-filter-hueRotate is backdrop-filter-hue-rotate (oops) mask-position defaults to 0,0 Use IsDefault when necessary inside tests (HasValue will always be true for ComputedStyle properties), only check where necessary (i.e. if we're not also checking the value itself) Scrolling fixes Remove DefaultStyles, internalize IsDefault, FillDefaults, ApplyCascading Handle `overflow` prop defaults separately Use HasScrollY inside panel input Get rid of remaining null coalescing shit - ComputedStyle properties are no longer null ComputedStyles has its own class w/ no nullables, helps clean things up Remove unused, clean up
1 Year Ago
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1 Year Ago
Remove unused, clean up
1 Year Ago
ComputedStyles has its own class w/ no nullables, helps clean things up
1 Year Ago
Fix hi-z depth chain with offsetted viewports
1 Year Ago
Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first
1 Year Ago
Boxing Outfit https://files.facepunch.com/daniel/1b0811b1/choose_your_fighter.png Lods and skinning adjustments coming ASAP. Boxing Gloves + Boxing Shorts Plus updated version of the Tanktop
1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Copy tonemap params from ActivePostProcessEntity to scene camera tonemap params
1 Year Ago
Enable scene camera tonemap by default
1 Year Ago
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
1 Year Ago
Add SceneCamera.Skybox, port sky entities & client logic to C#
1 Year Ago
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
1 Year Ago
Cleanup & document These should be Entity.IsValid() checks Use SkyboxScale not Scale Scale safety check
1 Year 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
1 Year Ago
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
1 Year Ago
Fix joining a server being fucked
1 Year Ago
Render texture in viewport preview Support vtex in asset preview widget Properties dock
1 Year Ago
Get rid of remaining null coalescing shit - ComputedStyle properties are no longer null
1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Use HasScrollY inside panel input
1 Year Ago
Test refactoring, improving graph composition API
1 Year Ago
Move blueprints to Sandbox.Engine Basic blueprint test setup
1 Year Ago
Actually use the sky_camera position Fix rebase error I don't think anyone has ever used this command This cubemap code wasn't even setting any used attributes? Cleanup CEnvCubemapFog compatability with C# sky_camera, temp cause we're gonna move that to C# soon enough