642 Commits over 976 Days - 0.03cph!
Use margin for package selector modal so you can click out of it
FriendCount only counts people playing the game
Obsolete Game.Menu.Friends, add Game.Menu.FriendCount
Add friends list modal w/ Game.Overlay.ShowFriendsList( options )
Can access friends list from IGameMenu (Game.Menu.Friends)
Throw an exception when Package.Download gets cancelled, fixes #1184 and sboxgame/issues#3677
Tentative fix for rich presence setting steam_player_group to invalid SteamIDs, grouping players incorrectly
ServerListPanel: Add Create Game button if we don't find any servers
Update templates
- Use package selector modal instead of replacing pages w/ a map selector
- Use pointer cursor on buttons in main menu
Having a separate repo for templates is starting to annoy me
Don't use Trace.WorldAndEntities in MoveHelper
Use Sound.Listener as a priority in SoundscapeFrame
Give ProjectCreator "Create" button an icon
Update templates (shooter game menu, template descriptions)
Launcher: minor content mode cleanup
Launcher: make a new empty-ish config when opening a config editor
Set the same expandgroup margin in StartScreenHome too
Remove ProjectList ExpandGroup top margin
Set cursor type for IconButton
Add some tooltips to welcome screen
Make Voice.Decode internal
Revert zipball change, doesn't work with LFS / submodules :pensive:
Editor: Use zipball to get rid of git dependency when cloning a project that has a source directory
Convert to entity space if worldspace = false for SBox_GetBoneTransform, make it work serverside
Add support for CBaseModelEntity::GetBoneTransform( bone, worldspace )
Set hostname when creating a game from menu
Get rid of "avataranimated" reference in Avatar.IsAppropriate
Per-Project Launch Configs
Use BuildOptions to populate audio devices and Value:bind instead of ref, fixes audio settings dropdown not being populated
Only clear DropDown.Options if we have any element names that match, root cause of my previous commit
When opening existing project from disk dialog, create the addon location directory first - fixes error on fresh installs
Allow ConsoleSystem.GetValue to retrieve engine convars inside of a game menu
AssetBrowser: Add ability to rename single files
Editor: Sort input actions by their group name alphabetically
Ship game templates from sboxgame/templates manually for now, need to consider about fetching from the repo soon
Add Panel.GetTransformPosition( Vector2 )
Add mask to package screenshots modal
Remove SetMaskAngle debug log
Always allow mouse-related actions to "release" when UI pops up, but don't allow new presses. Matches keyboard behavior more closely. #1004
Fixed hair_longbrown_covered_test being able to be worn with other hair/hats
Fixed another InputActions NRE
Fix InputActions NRE if ServerConfig hasn't loaded by the time ServerInformation is recv'd
Update ProjectConfig.Ident MaxLength (16 -> 32)
Run ServerConfig.InitClient every time the game loop starts, as opposed to on bootstrap - when we kill stringtable pointers on shutdown, we unsubscribe any existing events, making input actions fall out of sync when joining another game. See #998
Optimize Input.SetupManifestData
Register analogs when creating groups, instead of iterating through after we've finished
Fix up obsolete event usage in Sandbox.Game
Don't pass KeyboardModifiers in input actions related methods anymore
ManifestGroups cleanup
Fixed analog actions NRE caused by a silly typo
Editor: Add option to render specific thumbnail in the clothing editor
Speculative fix for sound events ran in tools
Let us show tools that only show up in non-retail mode
Adjust mixgraph to fix muffled audio
Remove Steam Audio (#990)
* Removed steamaudio from soundsystem, map builder, hammer
* Obsolete ReverbScale / ReverbVolume
Editor: add locally stored maps to map package selector https://files.facepunch.com/devultj/1b2511b1/sbox_DmMON8Jt0A.png
Manually register analog inputs in existing manifest groups. Fixes trigger/joysticks not working if you're using them for other actions.
Refactor our SteamInput layer for input actions - we're no longer using an action set layer since we've eliminated the whole InGame action set. Actions and analog inputs on the same group don't play so well currently, so that's next.
Set UsingController if any of our analog states are not zero length