4,794 Commits over 1,371 Days - 0.15cph!
NPCs will try to unstuck themselves if they get stuck, fix separation behavior for foe
Implement flocking as separate behaviors (sep,coh,ali)
Some refactoring and improvements to behaviors
Simple trace alternative to move helper for basic AI
SteeringComponent / base steering
Friction + Gravity components for AI
AvoidanceBehavior and WanderBehavior
Start converting deer to steering behaviors w/ nav mesh assistance, convert other AI later
Undead will keep a minimum distance from the target player and attack every second
Implement flocking behavior for the enemy but only when target is visible
Add flowfield tests
Update npc to use flowfields
Armor can specify damage tags, damage protection in % and the hitbox that it affects
Start implementing night-time foe, but the AI sucks. Maybe use flowfields instead of navmesh
Update noise settings for generator damage material and standard color
Add a big scope texture to improve Longshot scope
Fix material groups on corpse. Projectile start position z must be at least z of eye position.
Outpost capture HUD update
Added all models shared from Boomer for weapons + colored skins for each variant. Fixed deployable HUD. Fixed legs + corpse material groups.
Hide textures view for now (what is the point of it)
Remove this old template file now
Let static RPCs be nested in other static classes (correct branch this time)
Remove gamelib bs, tidy up
Let static RPCs be nested in other static classes
Improve engineer upgrade hud
Disable tutorial by default for now
Started stripping out all the gamelib bs
Clear out more bs
Recompile all sounds some of them became FUBAR
Screen effects, post processing, projectile fixes. Fixed respawn countdown, fixed world deployable hud
Screen effects, post processing, projectile fixes
Screen effects, post processing, projectile fixes
Jiggle position and reset each update to force a redraw and update hitbox (temp)
Add description field too for tooltips
Add select color choices for comments
WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4
Show no property group for entities with no props
Make all editor icons tintable
Fixes / tweaks to block damages
Temp update texture immediately for block damage
Fix purchasable items not updating and not showing quantity. Fixed respawn screen NRE. Fixed looping glass sound
Comment explaining what's going on - note to self
Seemingly fixes odd lag compensation rewind tick offset. Seems to have perfect lag compensation results even with 300 fake ping - I need to test this in a real environment though
Merge branch 'master' of github.com:Facepunch/sbox
Fixed respawn time display