userTony Fergusoncancel

4,160 Commits over 884 Days - 0.20cph!

8 Months Ago
AI playground scene
8 Months Ago
Fixed issues with player prefab (dunno where this came from)
8 Months Ago
Documentation Support analog input glyphs
8 Months Ago
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs
8 Months Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
8 Months Ago
Temporary generated glyphs for gamepad
8 Months Ago
Re-add Input.UsingController (simpler now)
8 Months Ago
Make prints less obnoxious
8 Months Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
8 Months Ago
Test passing controller input to input context
8 Months Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
8 Months Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
8 Months Ago
Didn't mean to push this launch setting
8 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle
8 Months Ago
Resolve sbox-issues/issues/5171 by making dragValue match
9 Months Ago
Consumables inventory moved away from objectives UI
9 Months Ago
Fixed weapon sounds being unlinked
9 Months Ago
Fixed stamina infinitely draining
9 Months Ago
Moved stamina drain/regen to mechanic instead of playercontroller Posture regenerates over time Fixed assuming max posture is 100 Update posture UI color
9 Months Ago
Add PostureMechanic.Default
9 Months Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
9 Months Ago
Fix a bunch of warnings
9 Months Ago
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
9 Months Ago
Move NotesUI in front of everything that isn't the pause menu
9 Months Ago
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
9 Months 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)
9 Months Ago
Enable/disable model renderer when using model panel inspector
9 Months Ago
Use InputHint for NotesUI
9 Months Ago
Added posture bar to hud
9 Months Ago
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
9 Months Ago
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
9 Months Ago
Start designing posture mechanic
9 Months Ago
Fixed being able to block while in the notes UI
9 Months Ago
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
9 Months Ago
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
9 Months Ago
Port weapon code to use voice list
9 Months Ago
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"
9 Months Ago
Fixed up all the other melee weapons, and added alt swings to all weapons
9 Months Ago
Add named camera effects for weapon attacks
9 Months Ago
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
9 Months Ago
GameController -> CGameController, some code refactor, Controller is a handle
9 Months Ago
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
9 Months Ago
Add voice lists for other crackhead variants
9 Months Ago
Add VoiceListResource.Find( key, fallback )
9 Months Ago
Add VoiceListResource
9 Months Ago
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
9 Months Ago
Interaction: grab bounds center for screen position, not just the GameObject's position
9 Months Ago
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
9 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later)
9 Months Ago
Delete Input.AnalogInputs/GetAnalog (might re-add later)