userTony Fergusoncancel

2,812 Commits over 700 Days - 0.17cph!

Add InteractionRange to WorldPanel component (resolves sbox-issues/issues/5550)
Added HandMenuPointer, use the hand's index finger to cast a ray forward for WorldInput, use RayToLocalPosition to grab transformed ray distance (feel like we could expose this in a better way) Use particle for menu pointer
Add DisableIfInVR component, good to get rid of useless flatscreen cameras
Simple main menu (https://files.facepunch.com/tony/1b2111b1/sbox-dev_dYwBHI94uZ.mp4)
The ball is a global instance stored by GameManager
Yesterday
Ball sound events
Yesterday
Add PlayerBallManager, can spawn ball, recall ball to hand
Yesterday
Added super basic paddle ball test (https://files.facepunch.com/tony/1b2011b1/sbox-dev_jUVBNTwkXj.mp4)
Yesterday
Give ball and paddle suitable triggers
Yesterday
Refactor controller input, add InputState
Yesterday
Bunch of work all around, code to plant a paddle and ball in the player's hands, start designing hold types
Yesterday
Add Hand, HandPreset system from Gunbuilder Create Player Prefab Create other needed prefabs (Ball, Paddle) Start designing player class Fixed barrier prefab being movable Start writing a bunch of code for holding objects w/ hands (based off Gunbuilder, goal of cleaning it up for a lib)
Yesterday
Scene Project Start - move all code to another folder for reference, create a basic scene map (https://files.facepunch.com/tony/1b2011b1/sbox-dev_0EoXrWDBgh.png)
3 Days Ago
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
4 Days Ago
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
4 Days Ago
Minor adjustments to door to match design
4 Days Ago
Adjust base door rotate speed
4 Days Ago
Make doors behave as we wanted them to
4 Days Ago
Fix NRE
5 Days Ago
Use max's new cool hands
5 Days Ago
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)" This was breaking certain types that are created from native
5 Days Ago
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
5 Days Ago
GetButtonOrigin tries to grab collection bind in first slot before falling back to input action default (resolves sbox-issues/issues/5526)
5 Days Ago
Add "Reset to Default" menu option to ControlLabel
6 Days Ago
Add input rebinding test
6 Days Ago
Fixed input rebinding not working when running a local game / in the editor
6 Days Ago
Fixed GameInstance.TrapButtons not trapping when we don't have a menu
6 Days Ago
Update .gitignore Remove "Open in Code Editor" from launcher project rows
6 Days Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
6 Days Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
6 Days Ago
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
6 Days Ago
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
7 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)
7 Days Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
7 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
7 Days Ago
Kill StateMachine experiment and all associated code
7 Days Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
7 Days Ago
Fixed insufficient stack overflow
7 Days Ago
Update .gitignore
8 Days Ago
Fixed controller gamepad actions not working in FixedUpdate Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
8 Days Ago
Update template .gitignore to capture exclusion directories for Libraries
8 Days Ago
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
8 Days Ago
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
8 Days Ago
Restore play mode toggle shortcut while focusing the game viewport
11 Days Ago
Add LookAt component, pointing at the bouncing target
11 Days Ago
Hook up bouncing target button too Fixed other buttons being broke
11 Days Ago
Use actiongraph to add a couple of buttons that control the target's distance
11 Days Ago
Hooked up first moving target
11 Days Ago
Add shooting range target mat
12 Days Ago
HtmlEncode code-generated descriptions (so it can convert &amp, etc..)