4,685 Commits over 976 Days - 0.20cph!
Update .gitignore
Remove "Open in Code Editor" from launcher project rows
Fixed incorrect IsAllowedTransitionState logic
AlertState uses scoring and FromStates (from Idle, or Patrol only)
Start designing FromStates, state entry scores
PatrolState is implemented using scoring system now
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
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
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)
Port Alex's work on patrol paths over to the main branch, with a few changes.
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
Kill StateMachine experiment and all associated code
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
Fixed insufficient stack overflow
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)
Update template .gitignore to capture exclusion directories for Libraries
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
Restore play mode toggle shortcut while focusing the game viewport
Add LookAt component, pointing at the bouncing target
Hook up bouncing target button too
Fixed other buttons being broke
Use actiongraph to add a couple of buttons that control the target's distance
Hooked up first moving target
Add shooting range target mat
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
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.
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Move Recent Scenes into its own section between Save All and Quit
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
Add BaseInteractable.FreezeMotion( bool ), more docs
Interpolate player pouch held transform
First rough version of player pouches
Loads of random work trying to make the interaction system less shit
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)
Add IGrabbable interface, start implementing it properly
Hands can push objects out of the way now
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
Changed play button bind back to F5
Fixed bullet ejection speed, big button in shooting range bone flag
Fixed up bone setup for mp5
Actually, use a prefab instead
Removed unused spent shell prefab
Refactor bullets to hold info about spent state. Eject from chamber conditionally
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
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
EnumControlWidget: Use Title instead of Name in PaintControl
Fixed the tables being flippable
Fixed weird grabbing behavior
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)
Add MovingTarget component
Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination)
Added FlipUpTarget
Add flip up target sound, docs