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78 Commits over 90 Days - 0.04cph!

Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
Actually apply TimeSinceFootstepEvent Stop reacting to our own footsteps General cleanup Give the other guy a patrol path so he can return to it after battering the crackhead Update AI playground scene
Helper utility to walk AI actors to a set destination (RTS style) Refactor AttackingState to be derived from Chase, AI can fight eachother kinda now Fallback for if the attacker lost its target somehow AI broadcast footstep stimuli too
Yesterday
States can override the actor's wish speed Patrol State can define a delay between navigating to the next patrol point, random speed each time too (https://files.facepunch.com/tony/1b1411b1/sbox-dev_CXoCBRrtRs.mp4)
Yesterday
Port Alex's work on patrol paths over to the main branch, with a few changes.
Yesterday
Building blocks for AI relationships (friendly tags, enemy tags, no tags found = neutral), added line of sight debugging (op_dev_ai_los) New AI playground
Yesterday
Kill StateMachine experiment and all associated code
Yesterday
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
Yesterday
Fixed insufficient stack overflow
Yesterday
Update .gitignore
28 Days Ago
Moved Editor folder, updated .gitignore to reflect new changes
30 Days Ago
Type updates on demo_02_level
30 Days Ago
Fixed editor compile
46 Days Ago
StateTransitionDelegate returns a bool (to permit a transition) StateMachineResource can spit out a GameStateMachine with more digestible info for a state machine to use
46 Days Ago
Add ability to click a connection and edit its transition via actiongraph
46 Days Ago
Compile fix
51 Days Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
52 Days Ago
Refactor, hook up connections, started work on storing transition actions
52 Days Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
52 Days Ago
Deserialize graph state
52 Days Ago
Serialize graph state
55 Days Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
55 Days Ago
More boilerplate for nodes / graph
55 Days Ago
Start blocking out state machine resource + editor window
56 Days Ago
Doubled reach for crowbar attacks
56 Days Ago
Add ActionGraph node for quickly creating a prop
56 Days Ago
Hook up block anim for new npc
57 Days Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
57 Days Ago
animgraph: Updated parameters to include new states
57 Days Ago
AttackingState: run Agent.LookAt every frame instead of on state tick (which is staggered at 0.2s or so, so it was very jittery before)
57 Days Ago
Kill off stimuli if it's based on old information. Idle state uses full body anim Play actor voices a bit infront of their mouth Hook weapon_attack_idle in animator: lerp wish move
57 Days Ago
Don't drain durability for npc weapon
57 Days Ago
AI can maintain movement while trying to attack the player
58 Days Ago
Position weapon on the npc properly
58 Days Ago
Machine states can define upper, lower, and full body states
58 Days Ago
Fixed MeleeWeaponAttack NRE
58 Days Ago
Edit animgraph
58 Days Ago
Added dev var for overriding player movement speed This doesn't work Set up animgraph to have upper body / lower body states, and full body takeover state
58 Days Ago
Add new_crackhead prefab that uses the new animator
58 Days Ago
Fixed some more missing components on the player (?)
58 Days Ago
AI playground scene
58 Days Ago
Fixed issues with player prefab (dunno where this came from)
2 Months Ago
Consumables inventory moved away from objectives UI
2 Months Ago
Fixed weapon sounds being unlinked
2 Months Ago
Fixed stamina infinitely draining
2 Months Ago
Moved stamina drain/regen to mechanic instead of playercontroller Posture regenerates over time Fixed assuming max posture is 100 Update posture UI color
2 Months Ago
Add PostureMechanic.Default
2 Months Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
2 Months Ago
Fix a bunch of warnings