userTony Fergusoncancel

4,685 Commits over 976 Days - 0.20cph!

9 Months Ago
Update .gitignore Remove "Open in Code Editor" from launcher project rows
9 Months Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
9 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
9 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
9 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
10 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)
10 Months Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
10 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
10 Months Ago
Kill StateMachine experiment and all associated code
10 Months Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
10 Months Ago
Fixed insufficient stack overflow
10 Months Ago
Update .gitignore
10 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)
10 Months Ago
Update template .gitignore to capture exclusion directories for Libraries
10 Months Ago
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
10 Months Ago
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
10 Months Ago
Restore play mode toggle shortcut while focusing the game viewport
10 Months Ago
Add LookAt component, pointing at the bouncing target
10 Months Ago
Hook up bouncing target button too Fixed other buttons being broke
10 Months Ago
Use actiongraph to add a couple of buttons that control the target's distance
10 Months Ago
Hooked up first moving target
10 Months Ago
Add shooting range target mat
10 Months Ago
HtmlEncode code-generated descriptions (so it can convert &amp, etc..)
10 Months Ago
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
10 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.
10 Months Ago
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
10 Months Ago
Move Recent Scenes into its own section between Save All and Quit
10 Months Ago
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
10 Months Ago
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
10 Months Ago
Docs, more cleanup
10 Months Ago
Add BaseInteractable.FreezeMotion( bool ), more docs
10 Months Ago
Interpolate player pouch held transform
10 Months Ago
First rough version of player pouches
10 Months Ago
Loads of random work trying to make the interaction system less shit
10 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)
10 Months Ago
Add IGrabbable interface, start implementing it properly
10 Months Ago
Hands can push objects out of the way now
10 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
10 Months Ago
Changed play button bind back to F5
10 Months Ago
Fixed bullet ejection speed, big button in shooting range bone flag
10 Months Ago
Fixed up bone setup for mp5
10 Months Ago
Actually, use a prefab instead Removed unused spent shell prefab
10 Months Ago
Refactor bullets to hold info about spent state. Eject from chamber conditionally
10 Months Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
10 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
10 Months Ago
EnumControlWidget: Use Title instead of Name in PaintControl
10 Months Ago
Fixed the tables being flippable
10 Months Ago
Fixed weird grabbing behavior
10 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)
10 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