1,061 Commits over 976 Days - 0.05cph!
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
Small JumpList refactor, update JumpList when activating game project
- Removed JumpListManager
- Moved all JumpList stuff into Sandbox.Engine
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
Add adjustable analog sensitivity for UI
Kill controller input system if we run out of gamepads to use
General cleanup, remove unused ControllerOverlay panel
Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist
Don't run ControllerInput.Tick at all if we don't have a controller
When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor)
Remove unused code, documentation pass
Only use pointer-events on elements we want to click on for SocialBar
Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input
Scope UI simulation
Remove context hacks
Run Input.SetFocus( null ) on IControllerInputSystem.Destroy
Add IControllerInputSystem.Destroy
Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around
Minor cleanup
Traverse blocks relative to the screen size, instead of set pixels
When enabling VCS, use the mouse's current position
Remove PanelTraversalOverlay, it looked shit
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
VCS: only tick for panels that want mouse input
VCS: fix is-pressed style
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
Add PanelTraversalOverlay (for lack of a better name)
Work on finding panels from delta, fixed not finding an initial focused panel
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
Decrease block increment size, can get finer selections (i.e PackageCard modal button)
Fix FindPanelsAt never finding more than 1 panel
Check to see if an asset gets deleted from explorer - and mark it as deleted in the asset system
Update asset browser list on content.changed
Fix tooltips not being visible in the main menu, removed unused main menu style
Look for .sbproj in DownloadCloudProjectAsync instead of .addon
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game
Editor: Add Min/MaxLength to ProjectConfig.Title to match asset manifest spec
Editor: Add Project.Config.Title to review wizard
Editor: check for validation attributes on review wizard page, can't continue if it fails
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource)
Remove ClientEntity.HasPermission (unused)
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
Decrease block increment size, can get finer selections (i.e PackageCard modal button)
Fix FindPanelsAt never finding more than 1 panel
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
Work on finding panels from delta, fixed not finding an initial focused panel
Add PanelTraversalOverlay (for lack of a better name)
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
VCS: only tick for panels that want mouse input
VCS: fix is-pressed style
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
Don't moan about missing voice input
Process inputs in MenuDll
Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed
Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
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
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
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
Use stylesheet to style virtual cursor, add ScrollSpeed
Fixed calculation of virtual cursor position
Add basic working virtual cursor using PanelInput.UpdateMouse
Don't revert back to PanelTraversalSystem if analog is empty
Refactor so we can switch between panel traversal and virtual cursor based on input
Start drafting out UI navigation with controller, by traversing panels
Add SteamInput manifest file for deck
At the moment, all it does is make the right trackpad work
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Update BaseFileSystem.ReadJson<T> docs
SteamInput: fixed left trigger action being bound to right trigger
Input: fixed AnalogInput being incorrect for right trigger