This is a gigantic kerfuffle because Chromium expects a very specific directory & app bundle layout. Have to change a bunch of resource loading code to account for content development being launched from an app bundle, and also had to make automatic MSBuild tooling & a python script to generate such an app bundle
* Expose GameTitle to public
Requirement for upstream ss14 pr
* Missing method implemented
* Add windowiconset and splashlogo (I think this is what pjb meant?)
I don't think its worth it to add the other stuff (modules, assemblyprefix, autocnnect, clientassemblies)
* Docs
* RobustToolbox side of Redial API.
Please be aware that as far as I know testing this code is nigh-impossible until it ships.
* a smidge of paranoia
* paranoia on the paranoia please
* Adds ServerOptions, improve GameControllerOptions, fix engine integration tests
* Do component auto-registration in engine integration tests by default
* Fix integration tests on content, register components ONLY if not contentstarted or options are null
* Add integration test for engine integration tests working correctly
* Move cvar overrides out of content and into engine.
* Removed the Interfaces folder.
* All objects inside the GameObjects subfolders are now in the GameObjects namespace.
* Added a Resharper DotSettings file to mark the GameObjects subfolders as not providing namespaces.
* Simplified Robust.client.Graphics namespace.
* Automated remove redundant using statements.
* Use GLFW instead of OpenTK windows
* Seems to work pretty well now.
* Fix stackalloc issue on Framework.
* Add GLFW project to sln.
* Fix package downgrade.
* Fix SLN more.
* Please work.
* Fix C# version error.
* Fixes right click menu stopping input
Removed a flag change when the modal stack was showing, which preventing the click from getting passed to the next function.
* Added parsing for mod2 and mod3 from Keybind YAML
* Fixes a crash on context change when a keybind is not defined in keybinds.yml
* Implemented ShowDebugConsole Hotkey
* Refactored input system
Refactored input system to run Key and Mouse input through the InputManager before doing stuff.
* Upgraded LineEdit and classes that use it. Fixed input while KeyboardFocused.
Upgraded LineEdit to use Keybinds.
Upgraded DebugConsole to use Keybinds.
Replaced all references to MouseDown, MouseUp, KeyDown, and KeyUp with KeyBindUp and KeyBindDown.
Moved UserInterfaceManager call from GameController.Input to InputManager event.
Stopped input going to simulation while a control has focus in UserInterfaceManager.
* Some fixes for input system
Fixed keybinds getting stuck when selecting a LineEdit.
Changed MenuBar to not error.
Fixed a few cases where LineEdit would eat input if you hovered over it and where mouse input got eaten when clicking in the world while a LineEdit was selected.
* Removed extra dependencies
* Added GUIBoundKeyEventArgs to ButtonEventArgs
* Fixes for input with LineEdit selected
Fixed multiple keybinds mapped to the same key not triggering.
Fixed keybind input not getting to LineEdit when hovering over a control.
* Implemented Key Repeat for LineEdit
* Fix for input on Robust.Lite Launcher
* Renames NonFocusKeybinds to EnableAllKeybinds
Renamed NonFocusKeybinds to EnableAllKeybinds and added comment to clarify usage
* Adds repeating keybinds
Used for TextBackspace, TextCursorLeft, and TextCursorRight
Reverts a change to LineEdit that implemented repeating keys
Adds some documentation comments
They no longer load system-wide config or user data.
User data is emulated through a VFS.
Also added more hooks to improve the customizability of the test,
for example allowing content to hijack their IoC registrations.