userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

4 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
4 Months 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
4 Months 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
4 Months 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)
4 Months Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
4 Months 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
4 Months Ago
Kill StateMachine experiment and all associated code
4 Months Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
4 Months Ago
Fixed insufficient stack overflow
4 Months Ago
Update .gitignore
4 Months 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)
4 Months Ago
Update template .gitignore to capture exclusion directories for Libraries
4 Months Ago
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
4 Months Ago
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
4 Months Ago
Restore play mode toggle shortcut while focusing the game viewport
4 Months Ago
Add LookAt component, pointing at the bouncing target
4 Months Ago
Hook up bouncing target button too Fixed other buttons being broke
4 Months Ago
Use actiongraph to add a couple of buttons that control the target's distance
4 Months Ago
Hooked up first moving target
4 Months Ago
Add shooting range target mat
4 Months Ago
HtmlEncode code-generated descriptions (so it can convert &amp, etc..)
4 Months Ago
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
4 Months Ago
Add ability to grab underlying shader name from Material Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type ) TypeCode is already whitelisted, so no need to do that too here.
4 Months Ago
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
4 Months Ago
Move Recent Scenes into its own section between Save All and Quit
4 Months Ago
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
4 Months Ago
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
4 Months Ago
Docs, more cleanup
4 Months Ago
Add BaseInteractable.FreezeMotion( bool ), more docs
4 Months Ago
Interpolate player pouch held transform
4 Months Ago
First rough version of player pouches
4 Months Ago
Loads of random work trying to make the interaction system less shit
4 Months Ago
Add ability to force-grab stuff if you're holding the trigger before grabbing (https://files.facepunch.com/devultj/1b0911b1/sbox.2024.05.09.15.44.52.mp4)
4 Months Ago
Add IGrabbable interface, start implementing it properly
4 Months Ago
Hands can push objects out of the way now
4 Months Ago
Programmatically remove grab point from bullet prefab if spent Apply angular velocity to ejected bullets, support IDamageable Implement IDamageable to FlipUpTarget Interactable: Use secondary grab point's up vector for Rotation.LookAt, so we can roll with our secondary hand Update shooting_range
4 Months Ago
Changed play button bind back to F5
4 Months Ago
Fixed bullet ejection speed, big button in shooting range bone flag
4 Months Ago
Fixed up bone setup for mp5
4 Months Ago
Actually, use a prefab instead Removed unused spent shell prefab
4 Months Ago
Refactor bullets to hold info about spent state. Eject from chamber conditionally
4 Months Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
4 Months Ago
Fixed up the USP's attachment points Crude version of ejecting casings when shooting, and when pulling slide back manually Should've fixed PostDeserialize error for mags
4 Months Ago
EnumControlWidget: Use Title instead of Name in PaintControl
4 Months Ago
Fixed the tables being flippable
4 Months Ago
Fixed weird grabbing behavior
5 Months Ago
Added building pieces for TriggerInteractable Add big_button.vmdl_c, version of our button that has bones Added hover interaction type, doesn't require input at all (https://files.facepunch.com/devultj/1b0811b1/sbox.2024.05.08.12.02.09.mp4)
5 Months Ago
Add MovingTarget component Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination) Added FlipUpTarget Add flip up target sound, docs
5 Months Ago
Implement trash remover component
5 Months Ago
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader