287 Commits over 213 Days - 0.06cph!
added chains_a for door frames
Correct directions on lock C
Set up Padlock C (5 dial)
Update art_showcase.scene
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states
Run the hit effect on every hit attack
art showcase and lamp variant
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
tv and tv stand scale update
Don't drain durability for npc weapon
AI can maintain movement while trying to attack the player
ironing board and iron with variants
Position weapon on the npc properly
Machine states can define upper, lower, and full body states
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)
Set up combo lock with action graph
Map 2 Layout
Double stamina regen rate
nerf run and sprint speed
NPC test Clothing and Idle Animation
Submit combination to unlock
Audio sliders to settings menu
Updated padlock models
Combination lock (WIP)
Opium Ironing Board asset
Post Processing console cmd
added padlock_b
also tweaks to padlock_a vmdl
padlock_a asset
world+view texture sets
collision/surface pass on curtain assets
Pathing fixes
Temp fix for shitty rotation smoothing, need to look at this
added curtains set + 4 skins
also updated artdev scene
Simpler NPC walk logic
Walk along path
Demo path example
tvstand and tvlarge texture updates