usertonycancel

4,607 Commits over 976 Days - 0.20cph!

12 Months Ago
Categorize some AG nodes that were just living in the root
12 Months Ago
Add up/down movement to gizmo FirstPersonCamera
12 Months Ago
Fixed Input.Released being stomped by controller input Comment out DISABLE_VK_LAYER_VALVE_steam_overlay_1 for now, it was disabling SteamInput (god knows why)
1 Year Ago
Add Reset to Default support for ControlSheet properties https://files.facepunch.com/tony/1b1411b1/sbox_KIMZGVsIH7.mp4
1 Year Ago
Add EditorHandle for TextRenderer https://files.facepunch.com/tony/1b1411b1/sbox_QaTjrkmULD.png
1 Year Ago
Make a deep copy when getting common inputs Remove NetAttribute, LocalAttribute, PredictedAttribute (unused)
1 Year Ago
Scope to active scene time when ticking panels
1 Year Ago
"disconnect" now behaves closer to Source, by closing your game if it's not networked
1 Year Ago
Fied not showing the decrease grid size button (oops)
1 Year Ago
Two columns for input bind list
1 Year Ago
Added Game Binds modal (accessible via Game.Overlay.ShowBinds())
1 Year Ago
Save gizmo settings into a project cookie
1 Year Ago
Added toggle gizmos shortcut
1 Year Ago
Pass selection when editing tree nodes to support multi-select editing (https://files.facepunch.com/tony/1b1211b1/sbox_Ji28uTwTuF.mp4)
1 Year Ago
Delete duplicate Scenes\minimal.scene now that Windows has picked it up
1 Year Ago
Update minimal template scenes case sensitivity
1 Year Ago
cherry-pick: Fixed Input.Released/Pressed when using a controller
1 Year Ago
ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose
1 Year Ago
Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly
1 Year Ago
Temporary disable DISABLE_VK_LAYER_VALVE_steam_overlay_1 because SteamInput doesn't work without steam overlay (wtf)
1 Year Ago
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 Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels 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 Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) 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 Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Fixed action set flip-flopping between Menu and InGame twice a frame :S Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay
1 Year Ago
Show a big popup when you don't have a code editor installed and you try to open something
1 Year Ago
Add "Open Containing Folder" to scene tab buttons, found myself wanting this a few times this week
1 Year Ago
Fixed "folowing" typo I made a couple weeks ago when saving a scene
1 Year Ago
Prefab 2 -> Prefab PrefabScene: create a root object if there isn't one (case: creating a Prefab from Asset Browser)
1 Year Ago
Add try catch to ControlObjectWidget so we don't break inspector with incompatible classes
1 Year Ago
Cascade tag changes to ModelPhysics body shapes
1 Year Ago
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
1 Year Ago
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
1 Year Ago
Fixed from my las commit -_- Add unit test for cloning case with destroying a child gameobject
1 Year Ago
Don't serialize child GameObjects that are about to be destroyed
1 Year Ago
Post-merge fix
1 Year Ago
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 Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels 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 Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) 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 Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Fixed action set flip-flopping between Menu and InGame twice a frame :S
1 Year Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly Add backwards compatibility when deserializing component references (find type)
1 Year Ago
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
1 Year Ago
Fixed prefab node tree not hiding hidden GameObjects Temporary gameobjects have a different icon in the hierarchy Hidden GameObjects don't draw their gizmos A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
1 Year Ago
Add convar for toggling version overlay
1 Year Ago
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
1 Year Ago
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
1 Year Ago
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
1 Year Ago
Add hit reaction test
1 Year Ago
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
1 Year Ago
Fixed not being able to drag in gameobjects to component control widgets, my bad
1 Year Ago
Add backwards compatibility when deserializing component references (find type)
1 Year Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly
1 Year Ago
Add basic detection for external scene changes (such as from version control), make a dialog asking the user if they want to load or discard those changes (if they have the scene open) https://files.facepunch.com/tony/1b2911b1/parsecd_Tq3qDQ74Ki.mp4
1 Year Ago
ComponentControlWidget: Support dragging in components where there might be multiple of them in a GameObject
1 Year Ago
Sod that, remove Input.VR.IsActive
1 Year Ago
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
1 Year Ago
Include "vr" in connection userdata