1,061 Commits over 976 Days - 0.05cph!
Show launcher settings on game and map projects, not just game
Update map/game ident to match project when writing new launch configs, don't show useless sheet properties
Refactor LaunchConfigEditor to be a widget which can target a local project and read/write to its metadata
Launcher: When going through active local projects, check their LaunchConfigs metadata and add them
Add per-project launch config editor to project settings
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
Refactor LaunchConfigEditor to be a widget which can target a local project and read/write to its metadata
Launcher: When going through active local projects, check their LaunchConfigs metadata and add them
Add per-project launch config editor to project settings
Actually run Input.SetBind when clearing a bind, whoops
If InputSettings is null, grab common inputs and let users rebind those for the current game package
Add KeyBind onchange event for right click clear
Can right click a keybind to reset it to default individually
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
Run ServerConfig.InitClient on GameLoopStart instead of PostBootstrap - demonstrates issue #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
Removed steamaudio from soundsystem, map builder, hammer
Re-add fallback occlusion code
Remove more references to steamaudio from vpc/gameinfo
Mostly fixed up mixgraph and world sounds
Obsolete ReverbScale / ReverbVolume
Removed OnPhysicsLevelLoaded/OnPhysicsLevelUnloaded, unreferenced
Removed unused pathing/pathvis code
Removed unused pathing/pathvis code
Removed OnPhysicsLevelLoaded/OnPhysicsLevelUnloaded, unreferenced
Mostly fixed up mixgraph and world sounds
Obsolete ReverbScale / ReverbVolume
Re-add fallback occlusion code
Remove more references to steamaudio from vpc/gameinfo
Removed steamaudio from soundsystem, map builder, hammer
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
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events.
See example on sboxgame/issues/issues/3175
Editor: Add revert button to project settings, don't have to re-open menu
Editor: Add confirmation window to input settings when deleting actions
Might be better to have a revert changes button for project settings as a whole, but this is probably fine for now.
Get rid of now invalid group source bindings
Get rid of a bunch of unused InGame actions from SteamInput manifests
Fixed Input.ClearActions not clearing correctly, now clear when summoning the escape menu
Resolves sboxgame/issues/issues/3166
Made `Input.SetAction( InputAction, bool )` internal, add `Input.SetAction( string, bool )` and `Input.Clear( string )`
Input Actions https://wiki.facepunch.com/sbox/Input_System
Return keyboard code directly in GetButtonOrigin - fixes glyphs