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287 Commits over 213 Days - 0.06cph!

3 Days Ago
Fixed interaction UI icon alignment being shit NPC weapon attack speed reduced
3 Days Ago
AttackingState: fixed AI agents getting stuck in place, trying to move all the time
3 Days Ago
Scale agent bloodamount so they're not one huge blood cell on death
3 Days Ago
Fixed NPC blood fx
20 Days Ago
Bunch of assorted error fixing
34 Days Ago
Unfucked main menu lighting
34 Days Ago
First pass at crackhead joints/shapes
34 Days Ago
Fixed another few errors that have cropped up now
36 Days Ago
Fixed a bunch of reported errors
36 Days Ago
Fixed broken damage/death sound references in crackhead NPC
2 Months Ago
Fixed fucked ambient lighting
2 Months Ago
Use conservative alphatest discard for depth prepass in goback_material instead of opaquefade, fixes blue stripes in overlays
2 Months Ago
Hostile NPCs will attack anything that isn't a friend
2 Months Ago
Rip out leaderboards page for now
2 Months Ago
Fixed slider control being positioned wrong
2 Months Ago
Fixed blocked door after crowbar pickup area Fixed not being able to change weapons/pick up new ones
2 Months Ago
Fixed a couple of wonky collision meshes that were making it impossible to finish the demo New map compile
3 Months Ago
How'd this guy get here?
3 Months Ago
Fix missing models and materials
3 Months Ago
Remove light trigger volumes since performance is good without em
3 Months Ago
Proper validation in PlayerInventory
3 Months Ago
Interaction system error fixes
4 Months Ago
Fix translucency being fucked on S_MODE_DEPTH without MSAA enabled, make depth fast path actually be faster on it, we don't have coverage to alpha without MSAA so we need to do this manually on vulkan, reference this for sbox/issues/1543 as well https://files.facepunch.com/sampavlovic/1b1711b1/Untitled2.png
4 Months Ago
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
4 Months Ago
Minor adjustments to door to match design
4 Months Ago
Adjust base door rotate speed
4 Months Ago
Make doors behave as we wanted them to
4 Months Ago
Fix NRE
4 Months Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
4 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
4 Months Ago
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
4 Months Ago
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
4 Months Ago
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)
4 Months Ago
Port Alex's work on patrol paths over to the main branch, with a few changes.
4 Months Ago
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
4 Months Ago
Kill StateMachine experiment and all associated code
4 Months Ago
Moved player movement temporarily into OnUpdate because I'm having some problems with FixedUpdate
4 Months Ago
Fixed insufficient stack overflow
4 Months Ago
Update .gitignore
4 Months Ago
Move fists to assets Add noblockaudio tag to player Protect against exceptions Shader compile fixes PlaySound exeption fix
4 Months Ago
ActionGraph API change
5 Months Ago
Moved Editor folder, updated .gitignore to reflect new changes
5 Months Ago
Content > Assets
5 Months Ago
quick level fixes
5 Months Ago
Update art_showcase.scene
5 Months Ago
Type updates on demo_02_level
5 Months Ago
Fixed editor compile
5 Months Ago
.meta files
5 Months Ago
food assets and setup with tintmask
5 Months Ago
level updates