userTony Fergusoncancel
reposbox-opiumcancel

129 Commits over 394 Days - 0.01cph!

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