branchsbox-opium/maincancel

236 Commits over 90 Days - 0.11cph!

54 Days Ago
Audio sliders to settings menu
54 Days Ago
Updated padlock models Combination lock (WIP)
54 Days Ago
Opium Ironing Board asset
54 Days Ago
Post Processing console cmd
55 Days Ago
added padlock_b also tweaks to padlock_a vmdl
55 Days Ago
padlock_a asset world+view texture sets
55 Days Ago
collision/surface pass on curtain assets
56 Days Ago
added curtains set + 4 skins also updated artdev scene
56 Days Ago
tvstand and tvlarge texture updates
56 Days Ago
Consumables inventory moved away from objectives UI
56 Days Ago
Fixed weapon sounds being unlinked
56 Days Ago
Fixed stamina infinitely draining
56 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
56 Days Ago
Add PostureMechanic.Default
56 Days Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
56 Days Ago
Fix a bunch of warnings
56 Days Ago
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
56 Days Ago
Move NotesUI in front of everything that isn't the pause menu
56 Days Ago
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
56 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)
56 Days Ago
Enable/disable model renderer when using model panel inspector
56 Days Ago
Use InputHint for NotesUI
56 Days Ago
Added posture bar to hud
56 Days Ago
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
56 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
56 Days Ago
Start designing posture mechanic
56 Days Ago
Fixed being able to block while in the notes UI
56 Days Ago
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
57 Days Ago
desk lamp prefab and actiongraph added
57 Days Ago
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
57 Days Ago
Port weapon code to use voice list
57 Days Ago
standing light prefab and actiongraph
57 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"
57 Days Ago
Toggled bool for ActionGraphInteract
57 Days Ago
Undo the test
57 Days Ago
Update hammer_showcase.scene
57 Days Ago
See if this fixes for Rick
57 Days Ago
standing lamp
57 Days Ago
clean up
57 Days Ago
Basic ActionGraph Interactor
57 Days Ago
Model Inspector
57 Days Ago
Notes UI
57 Days Ago
Large TV files
58 Days Ago
Interaction: grab bounds center for screen position, not just the GameObject's position
58 Days Ago
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
2 Months Ago
Delete more stuff + guns use correct sound
2 Months Ago
Delete some stuff updated surface
2 Months Ago
Keys
2 Months Ago
Fixed demo map using old stuff
2 Months Ago
Fixed testing scene/map missing models and incorrect rotations