4,685 Commits over 976 Days - 0.20cph!
Add shooting hint
Add input hints for all mechanics
Scope to active controller when looking for glyph vendor
Include System in Assembly.cs
Add some boilerplate for differentiating local vs non-local players (for multiplayer later)
Minor fixes, can't shoot while shield is up
Add ability to toggle between twinstick movement and face-velocity movement
Don't start the game automatically when everyone's ready, let them press a button
Add boost thrusters to player
Shield is continuous instead of toggle
Use other speeder model
Re-add ship exhaust FX (lost them somehow)
Add particle to bullet projectile & player exhausts
Add OnPlayerSpawned event
Can reflect projectiles off shield components
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields
Add twinstick_debug_health
Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner
Add some Actions to ShieldComponent
Add basic damage system, IDamageListener
Add ShieldComponent, reject damage if shield is active
Fixed left trigger actions never being found
AI stops when they hit a certain distance from the player
AttackingState will try to shoot weapon items if AI has it
Weapon items have an option for originating from its GameObject instead of the Camera
AI: Clean up chase state, prep attack state
AI: remove stimulus system, look for closest player and navigate to them
Type updates on demo_02_level
Add homing projectiles (https://files.facepunch.com/tony/1b1611b1/sbox-dev_HxO746PgRX.mp4)
Fixed laser shooting sound path
Control player colors from PlayerManager instead of multiple times in multiple places
Add HealthComponent.LifeState, add ILifeStateListener, add ability for players to die (soft death, disable renderer, collision, input)
Get rid of player's extra box collider
Projectile collision event, projectile damage, health component
Paint highlight outline on players instead of tinting them
Add some UI sounds, TimedDestroyComponent, destroy projectiles if Lifetime > 0
Set player color based on player id, ready up will only scope input up to the max controller count
Expose game controller count to public API
Add CameraManager script that tries to keep all active players on the screen
Add basic projectile, shooting component
Add GameStateManager.IsDevelopment for quickly starting a 2-player game without any setup
ReadyUpStatus uses ReadyUpSystem.MaxPlayers
Update player prefab, add some assets for spaceships
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
Add ability to force-start game
Simple player movement
Ready up status UI adjustments
Clearly show how many players need to ready up before the game starts
Start work on local multiplayer twinstick shooter game
Update .sbproj
Add support for gamepad input scoping
https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
Fixed controller axes not being specific to controllers 🤦🤦
Add worldinput scene and test