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259 Commits over 90 Days - 0.12cph!

Yesterday
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
Yesterday
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
Yesterday
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
Yesterday
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
2 Days Ago
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)
2 Days Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
2 Days Ago
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
2 Days Ago
Kill StateMachine experiment and all associated code
2 Days Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
2 Days Ago
Fixed insufficient stack overflow
2 Days Ago
Update .gitignore
10 Days Ago
Move fists to assets Add noblockaudio tag to player Protect against exceptions Shader compile fixes PlaySound exeption fix
13 Days Ago
ActionGraph API change
29 Days Ago
Moved Editor folder, updated .gitignore to reflect new changes
29 Days Ago
Content > Assets
31 Days Ago
quick level fixes
31 Days Ago
Update art_showcase.scene
31 Days Ago
Type updates on demo_02_level
31 Days Ago
Fixed editor compile
36 Days Ago
.meta files
39 Days Ago
food assets and setup with tintmask
41 Days Ago
level updates
41 Days Ago
can mesh update
42 Days Ago
Posters updated with Jens art
42 Days Ago
cans open and closed variants
42 Days Ago
level updates
42 Days Ago
football updates and art showcase scene
42 Days Ago
added pipe painted material variant
42 Days Ago
added handles to counter doors and added variants
42 Days Ago
added rug additional skin
42 Days Ago
fridge texture brightness fix
42 Days Ago
football
43 Days Ago
texture tint and physics fixes for various meshes
43 Days Ago
level updates
43 Days Ago
various mesh and texture fixes
43 Days Ago
various mesh and material adjustments
43 Days Ago
landline telephone and material value tweak to tools
43 Days Ago
plastic kettle color change
44 Days Ago
firehose cabinet and signage
44 Days Ago
more art updates + delete unnecessary mat variant
44 Days Ago
kettle final
44 Days Ago
Moved directory of textured_ceiling_a added stone_tiles_a material added decal_alphabet decal added heightchart decal
44 Days Ago
kettle
44 Days Ago
nightlight final
44 Days Ago
nightlight wip
47 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
47 Days Ago
Add ability to click a connection and edit its transition via actiongraph
47 Days Ago
Compile fix
49 Days Ago
extinguisher scale adjust, fireblanket
49 Days Ago
If door is cracked open, pressing E will open it all the way