1,061 Commits over 976 Days - 0.05cph!
Fixed GameInstance.TrapButtons not trapping when we don't have a menu
Update .gitignore
Remove "Open in Code Editor" from launcher project rows
Fixed controller gamepad actions not working in FixedUpdate
Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
Update template .gitignore to capture exclusion directories for Libraries
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
Restore play mode toggle shortcut while focusing the game viewport
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Move Recent Scenes into its own section between Save All and Quit
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
Changed play button bind back to F5
EnumControlWidget: Use Title instead of Name in PaintControl
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
Delete GameManager (has been replaced by Game for ages now)
Add some gizmo handles for VR components
Make Component.Reset() reset its PropertyAttribute marked properties
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently
Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
Upon changing a component type to abstract and you have component references, add it as a missing component
Use Json.Serialize/Deserialize for BaseFileSystem.WriteJson/ReadJson, instead of different serializer options which didn't support our custom converters
Re-implement Input.GetAnalog, respective glyph icons, moved some files into dedicated Controller directory
Localization now lives in its own folder at the root of a project, instead of "Assets\.localization"
- Publishing a project will pick up this folder automatically
- All you should need to do is move your .localization folder to the root of your project, and rename it to "Localization"
Move menu localization files
GameObjectControlWidget: allow opening prefabs in editor
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Scope to active controller when looking for glyph vendor
Fixed left trigger actions never being found
Expose game controller count to public API
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
Add support for gamepad input scoping
https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
Fixed controller axes not being specific to controllers 🤦🤦
Fixed editor error w/ InputSettings.Actions
Push menu inputs when we don't have an input config to read
Remove IGameInstance.InputSettings (not used)
GameManager -> Game
Use input actions instead of now gone digital action state stuff
Add gamepad navigation support to main menu UI and game menu UI
- Virtual cursor system
- Panel traversal system
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Demote some new stuff from being public
Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor
Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
Add Application.IsFocused, returns if the main game window is in focus
Get rid of inspector filter LineEdit (doesn't do anything)
Docs for CitizenAnimationHelper
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
Start button on gamepad behaves the same way as hitting ESC
Use "unknown" key instead of "any" key I was using in testing
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller