userTony Fergusoncancel
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101 Commits over 151 Days - 0.03cph!

25 Days Ago
Fixed fucked ambient lighting
29 Days Ago
Hostile NPCs will attack anything that isn't a friend
29 Days Ago
Rip out leaderboards page for now
29 Days Ago
Fixed slider control being positioned wrong
29 Days Ago
Fixed blocked door after crowbar pickup area Fixed not being able to change weapons/pick up new ones
29 Days Ago
Fixed a couple of wonky collision meshes that were making it impossible to finish the demo New map compile
36 Days Ago
How'd this guy get here?
37 Days Ago
Remove light trigger volumes since performance is good without em
37 Days Ago
Proper validation in PlayerInventory
37 Days Ago
Interaction system error fixes
2 Months Ago
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
2 Months Ago
Minor adjustments to door to match design
2 Months Ago
Adjust base door rotate speed
2 Months Ago
Make doors behave as we wanted them to
2 Months Ago
Fix NRE
2 Months Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
2 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
2 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
2 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
2 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)
2 Months Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
2 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
2 Months Ago
Kill StateMachine experiment and all associated code
2 Months Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
2 Months Ago
Fixed insufficient stack overflow
2 Months Ago
Update .gitignore
3 Months Ago
Moved Editor folder, updated .gitignore to reflect new changes
3 Months Ago
Type updates on demo_02_level
3 Months Ago
Fixed editor compile
4 Months 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
4 Months Ago
Add ability to click a connection and edit its transition via actiongraph
4 Months Ago
Compile fix
4 Months Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
4 Months Ago
Refactor, hook up connections, started work on storing transition actions
4 Months Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
4 Months Ago
Deserialize graph state
4 Months Ago
Serialize graph state
4 Months Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
4 Months Ago
More boilerplate for nodes / graph
4 Months Ago
Start blocking out state machine resource + editor window
4 Months Ago
Doubled reach for crowbar attacks
4 Months Ago
Add ActionGraph node for quickly creating a prop
4 Months Ago
Hook up block anim for new npc
4 Months Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
4 Months Ago
animgraph: Updated parameters to include new states
4 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)
4 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
4 Months Ago
Don't drain durability for npc weapon
4 Months Ago
AI can maintain movement while trying to attack the player
4 Months Ago
Position weapon on the npc properly