Fix float slider when using multiple monitors with different DPI scales#25
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gio3k wants to merge 186 commits intoFacepunch:masterfrom
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Fix float slider when using multiple monitors with different DPI scales#25gio3k wants to merge 186 commits intoFacepunch:masterfrom
gio3k wants to merge 186 commits intoFacepunch:masterfrom
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This commit imports the C# engine code and game files, excluding C++ source code. [Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
…acepunch#3432) Resolves Facepunch/sbox-issues#9604
…cene.PhysicsWorld (Facepunch#3433) Resolves Facepunch/sbox-issues#9598 (Fixes issues where traces in the editor can throw NREs after exiting play mode)
* Skip menu editor code outside of the menu project * Asset Browser: skip menu project assets in Everything and Recents
Add slight delay because windows may still briefly hold a lock on some files even after the process exited
…een different commits
* Refactor sync script Use single filter repo call Use globs instead of python madness Ensure shallow clone is clean before working on it * Add dry run option to sync script * Add public gitattributes
* Fix leaky swapchain when resizing on game mode and dispose of handle after usage VideoRecorder would get a strong handle copy of the swapchain every frame and retain it, causing native to fail to shutdown the copies from it Made usage of getting native swapchain consistent on managed on other stuff, doing it like this ensures GC properly disposes of the strong handles even not disposing explicitly Remove now unused ScreenRecorder.def and ScreenshotService.def There are still optimizations to swapchain I'd like to send on another commit, game is allocating way more swapchains than needed even without the leak, has two completely different paths depending if you are MSAA or not, this can all be much simpler https://files.facepunch.com/sampavlovic/1b1811b1/EjDyxbTahs.png * Remove NativeLayerRenderTarget, was unused and fucked * Keep it as an ITexture/HRenderTextureStrong in managed so we avoid IDisposable, ReadTextureAsync with ITexture
…h#3449) * Support instanced tint on Blendable and Material::From( i ) Blendable supports vertex tint color, but was initially intended for world geometry so there was no point in working with instance color, now works fine https://files.facepunch.com/sampavlovic/1b2611b1/sbox-dev_qkWlvBOXW8.png * Build shaders
* More robust downloading of artifacts Don't download to a temp file first Try to retry download up to 3 times, if it fails Fail Bootstrap if any download fails * Fix contentbuilder and shadercompiler not forwarding to stdout
…eleted Move filter implementation to python so we have more flexibility when implementing filters. Make sure deleted files are properly filtered by evaluating globs in the filter itself not before. Make sure deleted LFS files are accounted for by scanning the history of the shallow clone for delete/changed lfs files. Whitelist some additional shaders.
* Fix terrain seams and optimize Overlap LODs by one step to fix holes in LOD transitions Reuse vertices that exist on same key when building diamond square https://files.facepunch.com/sampavlovic/1b2411b1/8mb.video-eW2-tNb22a60.mp4 * Add NoTile class and make terrain use it https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_R1FwUmLhvu.mp4 https://files.facepunch.com/sampavlovic/1b2411b1/sbox-dev_YhKyIwvhve.mp4 * Sure why not Mr. Robot
This reverts commit dd44dc6.
* SceneEditorSession: make game vs editor scenes more distinct, Scene is whichever is currently active * Route prefab update, model reload etc events to both scenes if needed * SceneTree update checking a bit cleaner * Bring back GameEditorSessions instead, so undo, selection etc can all be linked 1:1 with scenes again * tweak and tidy
…llscreening at a low resolution preset (Facepunch#3457)
…e scene (Facepunch#3456) Fixes Facepunch/sbox-issues#9567
* Gibs copy tint * Add ClientEditableAttribute * Panel based ControlSheet supports ToggleGroup * Panel based ControlSheet hides empty titles * Fix SliderControl default step * Fix SliderControl text box resizing * Fix slidercontrol number entry not getting styled * ControlSheetGroup support ShowIf * Make wheel joint properties ClientEditable, add steps
Remove C++ crashreporter and reimplement in C#, add various session id tags and send payload to our own API
* Destroy ActiveScene early during game shutdown * Don't call into native when deleting scenemaps
Co-authored-by: aidencurtis <109600275+aidencurtis@users.noreply.github.com>
Fixes public tests failing because of missing directory.
- Can now use modifier keys alongside the Mouse Wheel (lets you do CTRL+MWHEELUP, CTRL+MWHEELDOWN, ect) - Keybinds are now captured on release instead of on press (Previously pressing CTRL+D would just capture CTRL so you'd have to hold CTRL before capturing and then press D)
…stead of source file
Fixes an overload of Gizmo.Draw.Model returning SceneObject instead of SceneModel
…epunch#3610) --------- Co-authored-by: johncosfm <splatterbiker@gmail.com>
--------- Co-authored-by: DrakeFruit <foxflowgaming@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
…acepunch#3613) * Fixes GameObject references in GameObjectSystem NetLists and NetDictionaries being null on clients. * dotnet format --------- Co-authored-by: Andy <10728824+andy013@users.noreply.github.com>
Tint pause button blue when the game is paused.
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Fixes #1539
note: Something about Application.CursorPosition seems off here across different monitors - the comments imply it just scales for DPI (compared to UnscaledCursorPosition), is that the case?