1,061 Commits over 976 Days - 0.05cph!
Add thumb to published workshop clothing
Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network
Make ResourceLibrary work for all Resources - meaning we can network resource references
Menu: Add slider and input limits to Field of View option, resolves Facepunch/sbox-issues#7501
Can set hostname in create game modal, feels like we should be using data validators, require map selection before you can hit start game (if we are picking a map)
Don't pass data back and forth - just start the game in the modal itself
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Push menu scope in Game.Overlay
Switch GameSettings to CreateGameModal
Pass info back through CreateGameModal, can select map and maxplayers
Steam Workshop Clothing (#1801)
* When publishing clothing assets, upload a manifest item to the steam workshop and associate the asset with the workshop entry
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Set Asset's WorkshopId correctly
Don't give everything a zero'd workshop id
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Set Asset's WorkshopId correctly
Don't give everything a zero'd workshop id
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Add Steam.Ugc.NeedsLegalAgreement()
Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
Asset.ProjectSourceObject demoted back to internal
Add EditorUtility.GetAssetFromProject
Don't give everything a zero'd workshop id
Set Asset's WorkshopId correctly
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Pass info back through CreateGameModal, can select map and maxplayers
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Rename and move ClothingUtils file
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Make Open in Workshop button actually clickable
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Don't accept "game" command while Application.IsEditor
Don't accept "game" command while Application.IsEditor
Make sure it doesn't run in headless (errors out on dedicated server)
If we have any command line arguments from the Steam client (sbox.game -rungame), parse it via ISteamApps.GetLaunchCommandLine
Add Input.Keyboard.Down( key ), Input.Keyboard.Pressed( key ) and Input.Keyboard.Released( key ) - maintain accumulated press/releases for key presses now we need them
Removed unused from InputContext
Fixed Cloud Browser @installed tag not being filterable by query
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Add Reset to Default button in GameSettingsModal
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Implement GameSettingsModal
Add GameSettingsEntry.Default since we'll want to give the controls default values
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Amend MoveMode.IsStandableSurace typo, though I can't Obsolete the old one without an error
Fixed p2p lobby clients not being able to connect to lobbies
When publishing an asset with IncludeSourceFiles, seek the asset and its dependencies for input dependencies (should include animgraph animations, texture source files)
Fixed connecting/connect rejection messages not using correct Name/SteamId
Server Console Status Bar (#1770)
Removed unused/cleanup
Don't need this WriteMessage method now that it's only used one time
Dedicated server console shows a header with some useful performance stats on it
https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png
Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
We don't really need this
Cleanup, move as much as we can to Sbox-Server project
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Cleanup, move as much as we can to Sbox-Server project