4,160 Commits over 884 Days - 0.20cph!
Fixed laser shooting sound path
Control player colors from PlayerManager instead of multiple times in multiple places
Add HealthComponent.LifeState, add ILifeStateListener, add ability for players to die (soft death, disable renderer, collision, input)
Get rid of player's extra box collider
Projectile collision event, projectile damage, health component
Paint highlight outline on players instead of tinting them
Add some UI sounds, TimedDestroyComponent, destroy projectiles if Lifetime > 0
Set player color based on player id, ready up will only scope input up to the max controller count
Expose game controller count to public API
Add CameraManager script that tries to keep all active players on the screen
Add basic projectile, shooting component
Add GameStateManager.IsDevelopment for quickly starting a 2-player game without any setup
ReadyUpStatus uses ReadyUpSystem.MaxPlayers
Update player prefab, add some assets for spaceships
Flip controller contexts once a frame instead of multiple times, breaking Pressed/Released tests when scoping multiple times a frame
Add ability to force-start game
Simple player movement
Ready up status UI adjustments
Clearly show how many players need to ready up before the game starts
Start work on local multiplayer twinstick shooter game
Update .sbproj
Add support for gamepad input scoping
https://files.facepunch.com/tony/1b0911b1/devenv_ixNt02fEyh.png
Fixed controller axes not being specific to controllers 🤦🤦
Add worldinput scene and test
Fixed editor error w/ InputSettings.Actions
Footstep radius increased
Remove all my shitty HealthComponent/DamageInfo bullshit from gunfight, made AI move towards the player
Add a bunch of AI code from Opium
Npcbase is an Agent
Simple state machine for NPCs
Player.PlayerStats -> Actor.Stats, fixed player prefab to match
Start porting Actor stuff in prep for NPCs
Push menu inputs when we don't have an input config to read
Remove IGameInstance.InputSettings (not used)
GameManager -> Game
Use input actions instead of now gone digital action state stuff
Add gamepad navigation support to main menu UI and game menu UI
- Virtual cursor system
- Panel traversal system
Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority
Demote some new stuff from being public
Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height
Fall back to xbox glyphs (when using a controller) if we can't find one for our vendor
Add a bunch of missing playstation glyphs, changed X/B/A/Y glyphs to white
Add Application.IsFocused, returns if the main game window is in focus
Get rid of inspector filter LineEdit (doesn't do anything)
Docs for CitizenAnimationHelper
Support warnOnMissing for SvgLoader.Load, don't spit out loads of warnings if our SVG wasn't found for input glyphs (we fall back to glyphs that always exist), display exception message in warning
Add basic WorldInput component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_bbtgwmeZ0p.mp4)
Can push the gizmo grid all the way down to 0.125 (with the hotkey too)
Start button on gamepad behaves the same way as hitting ESC
StateTransitionDelegate returns a bool (to permit a transition)
StateMachineResource can spit out a GameStateMachine with more digestible info for a state machine to use
Add ability to click a connection and edit its transition via actiongraph
Use "unknown" key instead of "any" key I was using in testing
Hook back Preferences.ControllerLook(Yaw/Pitch)Speed for Input.AnalogLook when using a controller