branchsbox-libevents/mastercancel
31 Commits over 61 Days - 0.02cph!
Some reorganisation
RandomTransition component
StateMachineComponentWidget
StateMachineEditor skeleton
Basic editor view elements
https://files.facepunch.com/ziks/2024-08-05/sbox-dev_WBiBOoYKRI.png
Basic pointer controls
https://files.facepunch.com/ziks/2024-08-06/sbox-dev_Q4tC3UdMFN.mp4
Don't use state object transform for editor position
Get rid of delays in random transitions
Experimenting with transitions
ImmediateTransition inspector tweaks
Transition labels
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_8nKZYMuzwe.png
Transition label icons
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_TPwf3C9W4P.png
Transition painting tweaks
Ctrl+S saves open state machine scene
State machine editor display tweaks
Simplify transitions, add UI to create states / transitions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_NzixLWMmlR.mp4
Edit transition conditions and actions
https://files.facepunch.com/ziks/2024-08-07/sbox-dev_GQ1ItmYoBY.mp4
Helper to add delay condition, display tweaks
State machines actually function again
Show current state when playing editing live scene
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_OVwPBjVssA.mp4
Support for multiple transitions between the same pair of states
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_WdhArnc1sX.png
Add a gradient along transitions, thanks @MaxLebled
https://files.facepunch.com/ziks/2024-08-08/sbox-dev_5S749JCmoS.png
Add Make Initial State context menu option
Moved state machine stuff to Facepunch/sbox-libstates
Allow StateMachines to be owned by non-hosts
No need for ThreadStatic here
Handle exceptions when dispatching events
Allow instant state transitions
We can network component references directly now
GameEventComponent<T>.NextState
Event components for state events
Basic way of hooking events in ActionGraph
Add Action properties to StateComponent
Fix GameEvent.GetImplementation<T>
Don't bother passing sender to event handlers
Documentation
Fix hotloading GameEvent
Allow states transitioning to themselves
Tweak when states activate / deactivate
GameEvent<T>.Dispatch(sender, eventArgs) now only notifies within sender
Basic state machine system
Initial commit
Basic event dispatching / handler ordering