289 Commits over 274 Days - 0.04cph!
Fixed orientation of the second door in demo_1
Fixed up wrong text for the tutorials
Hook up freeze tutorials in the demo, fixed lock getting stuck for interaction UI, fixed weapon pickups not firing pickup action
Fill in PlayerController ref
IsValid checks in PlayerInteractor
Fade sepia effect instead of popping in and out, expose to AG
Add freezing tutorial hints, blurs the screen, lets the player focus on reading - then hit the key to dismiss it
Fixed hammer_showcase testbed lighting
Frame out TutorialHint component, WeaponsInventory component
Don't add empty objectives
Pop up the objectives panel when we finish an objective
Add objectives throughout the entire demo level
Restyle objectives panel, items list panel
Better text size, alignment
Fixed healing mechanic
Various fixes and cleanup, started adding tasks to demo level to guide the player through
Fixed compilation
Ensure actor list is not null
Fixed interaction UI icon alignment being shit
NPC weapon attack speed reduced
AttackingState: fixed AI agents getting stuck in place, trying to move all the time
Scale agent bloodamount so they're not one huge blood cell on death
Bunch of assorted error fixing
Unfucked main menu lighting
First pass at crackhead joints/shapes
Fixed another few errors that have cropped up now
Fixed a bunch of reported errors
Fixed broken damage/death sound references in crackhead NPC
Fixed fucked ambient lighting
Use conservative alphatest discard for depth prepass in goback_material instead of opaquefade, fixes blue stripes in overlays
Hostile NPCs will attack anything that isn't a friend
Rip out leaderboards page for now
Fixed slider control being positioned wrong
Fixed blocked door after crowbar pickup area
Fixed not being able to change weapons/pick up new ones
Fixed a couple of wonky collision meshes that were making it impossible to finish the demo
New map compile
Fix missing models and materials
Remove light trigger volumes since performance is good without em
Proper validation in PlayerInventory
Interaction system error fixes
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
Mark a door as technically open if the starting rotation is non-zero, means you can push preset ajar doors
Minor adjustments to door to match design
Adjust base door rotate speed
Make doors behave as we wanted them to
Fixed incorrect IsAllowedTransitionState logic
AlertState uses scoring and FromStates (from Idle, or Patrol only)
Start designing FromStates, state entry scores
PatrolState is implemented using scoring system now
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
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
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)
Port Alex's work on patrol paths over to the main branch, with a few changes.
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
Kill StateMachine experiment and all associated code