4,160 Commits over 884 Days - 0.20cph!
Add DisableIfInVR component, good to get rid of useless flatscreen cameras
Simple main menu (https://files.facepunch.com/tony/1b2111b1/sbox-dev_dYwBHI94uZ.mp4)
The ball is a global instance stored by GameManager
Add PlayerBallManager, can spawn ball, recall ball to hand
Added super basic paddle ball test (https://files.facepunch.com/tony/1b2011b1/sbox-dev_jUVBNTwkXj.mp4)
Give ball and paddle suitable triggers
Refactor controller input, add InputState
Bunch of work all around, code to plant a paddle and ball in the player's hands, start designing hold types
Add Hand, HandPreset system from Gunbuilder
Create Player Prefab
Create other needed prefabs (Ball, Paddle)
Start designing player class
Fixed barrier prefab being movable
Start writing a bunch of code for holding objects w/ hands (based off Gunbuilder, goal of cleaning it up for a lib)
Scene Project Start - move all code to another folder for reference, create a basic scene map (https://files.facepunch.com/tony/1b2011b1/sbox-dev_0EoXrWDBgh.png)
Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531)
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
Minor adjustments to door to match design
Adjust base door rotate speed
Make doors behave as we wanted them to
Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)"
This was breaking certain types that are created from native
Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)
GetButtonOrigin tries to grab collection bind in first slot before falling back to input action default (resolves sbox-issues/issues/5526)
Add "Reset to Default" menu option to ControlLabel
Fixed input rebinding not working when running a local game / in the editor
Fixed GameInstance.TrapButtons not trapping when we don't have a menu
Update .gitignore
Remove "Open in Code Editor" from launcher project rows
Fixed incorrect IsAllowedTransitionState logic
AlertState uses scoring and FromStates (from Idle, or Patrol only)
Start designing FromStates, state entry scores
PatrolState is implemented using scoring system now
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
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
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)
Port Alex's work on patrol paths over to the main branch, with a few changes.
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
Kill StateMachine experiment and all associated code
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
Fixed insufficient stack overflow
Fixed controller gamepad actions not working in FixedUpdate
Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
Update template .gitignore to capture exclusion directories for Libraries
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
Restore play mode toggle shortcut while focusing the game viewport
Add LookAt component, pointing at the bouncing target
Hook up bouncing target button too
Fixed other buttons being broke
Use actiongraph to add a couple of buttons that control the target's distance
Hooked up first moving target
Add shooting range target mat
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.