22,466 Commits over 1,614 Days - 0.58cph!
Citizen/animgraph: bits of layout cleanup & rewrote some comment boxes
Animgraph: Default fov back to 60
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
Animgraph: Save and restore camera settings
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Animgraph: Enable settings button for scene widget to control lighting rigs etc
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
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Clamp panel scroll so you can't hyperscroll into oblivion
Add Editor.MapDoc.MapStaticOverlay
RenderAttributes.GetInt return type should be int not float
Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party
Dragged static overlays use material mapping size
Fix crap overlay angles from normal
Don't let mousewheel up/down execute double clicks
Hammer: Add extended box gizmo handles as a saved option
https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
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VirtualScrollPanel uses DefaultStyles
Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
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
Editor: If "show start screen" is off, load last opened project automatically
Remove duplicate gamepad codes in common actions
Generate Style.Unset(), start using IsSet()
Animgraph: Add C# model picker instead of going through an ugly dialog and combo box https://files.facepunch.com/layla/1b1611b1/sbox-dev_YSPuTuq24x.mp4
Fix asset publish widget flashing when created
Add support for word-spacing css property
SFM: Fix crash creating projected light
ShaderGraph: Add power node
Remove nullability from public-facing BaseStyles properties
We'll keep the internal nullable fields, allowing us to automatically
refer back to default property values if these are null (these are now
defined alongside the properties themselves).
This means we don't have to keep remembering the default values for each
CSS property and check for null manually each time - which is a massive
pain in the ass and was spilling over into our menu addon(!)
Docs pass / MenuDll typo fix
Fix initial menu presence, as well as presence when disconnecting from a server
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
Make rich presence say playing a game while in its game menu (update to say Menu later?)
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
When connecting to a server, open its gamemenu and immediately open the loading screen
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Fixed blend paint gizmo not showing
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
Compiled shaders with aoproxy fixes
Cache GameLobby.Data to prevent issues with grabbing lobby info after setting it. Invalidate on lobby data refresh
Probably a better way to do this :anguished:
Correct file path for error sound
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
Animgraph/tutorials: added file on transition orders
Update default manifest again
Fixed controller actions not being reflected serverside
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state