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67 Commits over 60 Days - 0.05cph!

14 Days Ago
Moved Editor folder, updated .gitignore to reflect new changes
16 Days Ago
Type updates on demo_02_level
16 Days Ago
Fixed editor compile
32 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
32 Days Ago
Add ability to click a connection and edit its transition via actiongraph
32 Days Ago
Compile fix
37 Days Ago
Make StateMachineNode.Identifier ReadOnly Show last 5 characters of identifier for debugging
38 Days Ago
Refactor, hook up connections, started work on storing transition actions
38 Days Ago
Show state name overrides separately Use EditorJsonOptions instead of defining our own Draw entry nodes differently to normal nodes
38 Days Ago
Deserialize graph state
38 Days Ago
Serialize graph state
42 Days Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
42 Days Ago
More boilerplate for nodes / graph
42 Days Ago
Start blocking out state machine resource + editor window
43 Days Ago
Doubled reach for crowbar attacks
43 Days Ago
Add ActionGraph node for quickly creating a prop
43 Days Ago
Hook up block anim for new npc
44 Days Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
44 Days Ago
animgraph: Updated parameters to include new states
44 Days 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)
44 Days 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
44 Days Ago
Don't drain durability for npc weapon
44 Days Ago
AI can maintain movement while trying to attack the player
44 Days Ago
Position weapon on the npc properly
44 Days Ago
Machine states can define upper, lower, and full body states
44 Days Ago
Fixed MeleeWeaponAttack NRE
44 Days Ago
Edit animgraph
44 Days 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
44 Days Ago
Add new_crackhead prefab that uses the new animator
44 Days Ago
Fixed some more missing components on the player (?)
44 Days Ago
AI playground scene
44 Days Ago
Fixed issues with player prefab (dunno where this came from)
49 Days Ago
Consumables inventory moved away from objectives UI
49 Days Ago
Fixed weapon sounds being unlinked
49 Days Ago
Fixed stamina infinitely draining
49 Days Ago
Moved stamina drain/regen to mechanic instead of playercontroller Posture regenerates over time Fixed assuming max posture is 100 Update posture UI color
49 Days Ago
Add PostureMechanic.Default
49 Days Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
49 Days Ago
Fix a bunch of warnings
49 Days Ago
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
49 Days Ago
Move NotesUI in front of everything that isn't the pause menu
49 Days Ago
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
49 Days 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)
49 Days Ago
Enable/disable model renderer when using model panel inspector
49 Days Ago
Use InputHint for NotesUI
49 Days Ago
Added posture bar to hud
49 Days Ago
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
49 Days Ago
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
49 Days Ago
Start designing posture mechanic
49 Days Ago
Fixed being able to block while in the notes UI