userTony Fergusoncancel

2,665 Commits over 670 Days - 0.17cph!

31 Days Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
31 Days Ago
Fixed MeleeWeaponAttack NRE
31 Days Ago
Edit animgraph
31 Days 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
31 Days Ago
Add new_crackhead prefab that uses the new animator
31 Days Ago
Fixed some more missing components on the player (?)
31 Days Ago
AI playground scene
31 Days Ago
Fixed issues with player prefab (dunno where this came from)
32 Days Ago
Documentation Support analog input glyphs
32 Days 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
32 Days Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
32 Days Ago
Temporary generated glyphs for gamepad
32 Days Ago
Re-add Input.UsingController (simpler now)
32 Days Ago
Make prints less obnoxious
32 Days Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
32 Days Ago
Test passing controller input to input context
32 Days Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
32 Days Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
32 Days Ago
Didn't mean to push this launch setting
33 Days 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
35 Days Ago
Resolve sbox-issues/issues/5171 by making dragValue match
36 Days Ago
Consumables inventory moved away from objectives UI
36 Days Ago
Fixed weapon sounds being unlinked
36 Days Ago
Fixed stamina infinitely draining
36 Days Ago
Moved stamina drain/regen to mechanic instead of playercontroller Posture regenerates over time Fixed assuming max posture is 100 Update posture UI color
36 Days Ago
Add PostureMechanic.Default
36 Days Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
36 Days Ago
Fix a bunch of warnings
36 Days Ago
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
36 Days Ago
Move NotesUI in front of everything that isn't the pause menu
36 Days Ago
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
36 Days 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)
36 Days Ago
Enable/disable model renderer when using model panel inspector
36 Days Ago
Use InputHint for NotesUI
36 Days Ago
Added posture bar to hud
36 Days Ago
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
36 Days Ago
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
36 Days Ago
Start designing posture mechanic
36 Days Ago
Fixed being able to block while in the notes UI
36 Days Ago
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
37 Days Ago
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
37 Days Ago
Port weapon code to use voice list
37 Days 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"
37 Days Ago
Fixed up all the other melee weapons, and added alt swings to all weapons
37 Days Ago
Add named camera effects for weapon attacks
37 Days 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
38 Days Ago
GameController -> CGameController, some code refactor, Controller is a handle
38 Days Ago
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
38 Days Ago
Add voice lists for other crackhead variants
38 Days Ago
Add VoiceListResource.Find( key, fallback )