userTony Fergusoncancel

4,684 Commits over 976 Days - 0.20cph!

11 Months Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
11 Months Ago
More boilerplate for nodes / graph
11 Months Ago
Start blocking out state machine resource + editor window
11 Months Ago
Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
11 Months Ago
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
11 Months Ago
Fixed delete prompt having no content
11 Months Ago
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
11 Months Ago
Doubled reach for crowbar attacks
11 Months Ago
Add ActionGraph node for quickly creating a prop
11 Months Ago
Hook up block anim for new npc
11 Months Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
11 Months Ago
animgraph: Updated parameters to include new states
11 Months Ago
AttackingState: run Agent.LookAt every frame instead of on state tick (which is staggered at 0.2s or so, so it was very jittery before)
11 Months Ago
Kill off stimuli if it's based on old information. Idle state uses full body anim Play actor voices a bit infront of their mouth Hook weapon_attack_idle in animator: lerp wish move
11 Months Ago
Don't drain durability for npc weapon
11 Months Ago
AI can maintain movement while trying to attack the player
11 Months Ago
Position weapon on the npc properly
11 Months Ago
Machine states can define upper, lower, and full body states
11 Months Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
11 Months Ago
Fixed MeleeWeaponAttack NRE
11 Months Ago
Edit animgraph
11 Months Ago
Added dev var for overriding player movement speed This doesn't work Set up animgraph to have upper body / lower body states, and full body takeover state
11 Months Ago
Add new_crackhead prefab that uses the new animator
11 Months Ago
Fixed some more missing components on the player (?)
11 Months Ago
AI playground scene
11 Months Ago
Fixed issues with player prefab (dunno where this came from)
11 Months Ago
Documentation Support analog input glyphs
11 Months Ago
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs
11 Months Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
11 Months Ago
Temporary generated glyphs for gamepad
11 Months Ago
Re-add Input.UsingController (simpler now)
11 Months Ago
Make prints less obnoxious
11 Months Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
11 Months Ago
Test passing controller input to input context
11 Months Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
11 Months Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
11 Months Ago
Didn't mean to push this launch setting
11 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle
12 Months Ago
Resolve sbox-issues/issues/5171 by making dragValue match
12 Months Ago
Consumables inventory moved away from objectives UI
12 Months Ago
Fixed weapon sounds being unlinked
12 Months Ago
Fixed stamina infinitely draining
12 Months Ago
Moved stamina drain/regen to mechanic instead of playercontroller Posture regenerates over time Fixed assuming max posture is 100 Update posture UI color
12 Months Ago
Add PostureMechanic.Default
12 Months Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
12 Months Ago
Fix a bunch of warnings
12 Months Ago
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
12 Months Ago
Move NotesUI in front of everything that isn't the pause menu
12 Months Ago
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
12 Months Ago
Refactor NotesUI interaction, closing state is handled on the UI itself, instead of relying on interaction system (since the object might've moved, or you might've moved, which would hard lock you in the UI)