userTony Fergusoncancel
reposbox-opiumcancel

91 Commits over 90 Days - 0.04cph!

11 Days Ago
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
11 Days Ago
Minor adjustments to door to match design
11 Days Ago
Adjust base door rotate speed
11 Days Ago
Make doors behave as we wanted them to
11 Days Ago
Fix NRE
13 Days Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
13 Days Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
13 Days 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
13 Days 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
13 Days 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)
13 Days Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
13 Days 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
13 Days Ago
Kill StateMachine experiment and all associated code
13 Days Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
13 Days Ago
Fixed insufficient stack overflow
13 Days Ago
Update .gitignore
40 Days Ago
Moved Editor folder, updated .gitignore to reflect new changes
42 Days Ago
Type updates on demo_02_level
42 Days Ago
Fixed editor compile
58 Days Ago
StateTransitionDelegate returns a bool (to permit a transition) StateMachineResource can spit out a GameStateMachine with more digestible info for a state machine to use
58 Days Ago
Add ability to click a connection and edit its transition via actiongraph
58 Days Ago
Compile fix
2 Months Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
2 Months Ago
Refactor, hook up connections, started work on storing transition actions
2 Months Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
2 Months Ago
Deserialize graph state
2 Months Ago
Serialize graph state
2 Months Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
2 Months Ago
More boilerplate for nodes / graph
2 Months Ago
Start blocking out state machine resource + editor window
2 Months Ago
Doubled reach for crowbar attacks
2 Months Ago
Add ActionGraph node for quickly creating a prop
2 Months Ago
Hook up block anim for new npc
2 Months Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
2 Months Ago
animgraph: Updated parameters to include new states
2 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)
2 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
2 Months Ago
Don't drain durability for npc weapon
2 Months Ago
AI can maintain movement while trying to attack the player
2 Months Ago
Position weapon on the npc properly
2 Months Ago
Machine states can define upper, lower, and full body states
2 Months Ago
Fixed MeleeWeaponAttack NRE
2 Months Ago
Edit animgraph
2 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
2 Months Ago
Add new_crackhead prefab that uses the new animator
2 Months Ago
Fixed some more missing components on the player (?)
2 Months Ago
AI playground scene
2 Months Ago
Fixed issues with player prefab (dunno where this came from)
2 Months Ago
Consumables inventory moved away from objectives UI
2 Months Ago
Fixed weapon sounds being unlinked