103 Commits over 213 Days - 0.02cph!
Doubled reach for crowbar attacks
Add ActionGraph node for quickly creating a prop
Hook up block anim for new npc
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states
Run the hit effect on every hit attack
animgraph: Updated parameters to include new states
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)
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
Don't drain durability for npc weapon
AI can maintain movement while trying to attack the player
Position weapon on the npc properly
Machine states can define upper, lower, and full body states
Fixed MeleeWeaponAttack NRE
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
Add new_crackhead prefab that uses the new animator
Fixed some more missing components on the player (?)
Fixed issues with player prefab (dunno where this came from)
Consumables inventory moved away from objectives UI
Fixed weapon sounds being unlinked
Fixed stamina infinitely draining
Moved stamina drain/regen to mechanic instead of playercontroller
Posture regenerates over time
Fixed assuming max posture is 100
Update posture UI color
Add PostureMechanic.Default
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
Move NotesUI in front of everything that isn't the pause menu
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
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)
Enable/disable model renderer when using model panel inspector
Use InputHint for NotesUI
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
Start designing posture mechanic
Fixed being able to block while in the notes UI
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
Port weapon code to use voice list
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
Add VoiceListResource
Add VoiceListResource.Find( key, fallback )
Add voice lists for other crackhead variants
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
Add named camera effects for weapon attacks
Fixed up all the other melee weapons, and added alt swings to all weapons
Merge "weapon_refactor" into "main"
Interaction: grab bounds center for screen position, not just the GameObject's position
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
Remove all references of OpiumSoundEvent, won't be needed
Hook up separate viewmodel camera, hook up independent fov settings
https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
Fix not being able to open the player prefab
ui: Add button to settings menu to open binds overlay
Add "op_ui_objectives_force"
Implement InventoryContainerPanel/Slot, layout grid and non-grid inventories
https://files.facepunch.com/tony/1b2411b1/sbox-dev_heTLhXRngc.png
Update BaseWeapon.Effects.cs