4,648 Commits over 976 Days - 0.20cph!
Forgot to get rid of this method 🤦
Remove controller binding panel (not used)
GameObjectInspector: reused component sheets get added to used list so we don't end up duplicating the same component type
Use component.ToString for ComponentControlWidget, to make it easier to override what's shown
Fix NRE when running Game.Close in the editor
Toggle play when running Game.Close in the editor
Make StateMachineNode.Identifier ReadOnly
Show last 5 characters of identifier for debugging
Refactor, hook up connections, started work on storing transition actions
Show state name overrides separately
Use EditorJsonOptions instead of defining our own
Draw entry nodes differently to normal nodes
Stub out player HUD setup, only enable hud gameobject if we're the local player
Made a few things on the PlayerController use RequireComponent so there's less setup
Refactor how viewmodels are made, to work in multiplayer
Fixed compile
GameManager -> Game, removed some useless code
Removed recoil pattern system (cool experiment, not something I want to use in practice)
Use GameObject references in WeaponDataResource, instead of dumb hack from months ago
Fixed weapon instantiation bugs
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
More boilerplate for nodes / graph
Start blocking out state machine resource + editor window
Better warning if we can't find ITagset
Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231)
Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235
Fixed delete prompt having no content
Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232
Doubled reach for crowbar attacks
Add ActionGraph node for quickly creating a prop
Hook up block anim for new npc
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states
Run the hit effect on every hit attack
animgraph: Updated parameters to include new states
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)
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
Don't drain durability for npc weapon
AI can maintain movement while trying to attack the player
Position weapon on the npc properly
Machine states can define upper, lower, and full body states
Add methods for fetching gyroscope and accelerometer readings from specific controllers
Fixed MeleeWeaponAttack NRE
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
Add new_crackhead prefab that uses the new animator
Fixed some more missing components on the player (?)
Fixed issues with player prefab (dunno where this came from)
Documentation
Support analog input glyphs
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
Look for input glyph svgs
Plug in a bunch of glyph icons for xbox controller
Temporary generated glyphs for gamepad
Re-add Input.UsingController (simpler now)
Make prints less obnoxious
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result
Hook up AnalogLook/AnalogMove for first controller (test)
Test passing controller input to input context
Implement default LED colors based on instance, rumble the gamepad on every button press test
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble