275 Commits over 213 Days - 0.05cph!
Fixed stamina infinitely draining
Moved stamina drain/regen to mechanic instead of playercontroller
Posture regenerates over time
Fixed assuming max posture is 100
Update posture UI color
Add PostureMechanic.Default
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
Move NotesUI in front of everything that isn't the pause menu
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
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)
Enable/disable model renderer when using model panel inspector
Use InputHint for NotesUI
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
Start designing posture mechanic
Fixed being able to block while in the notes UI
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
desk lamp prefab and actiongraph added
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
Port weapon code to use voice list
standing light prefab and actiongraph
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"
Toggled bool for ActionGraphInteract
Update hammer_showcase.scene
See if this fixes for Rick
Basic ActionGraph Interactor
Interaction: grab bounds center for screen position, not just the GameObject's position
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
Delete more stuff + guns use correct sound
Delete some stuff
updated surface
Fixed demo map using old stuff
Fixed testing scene/map missing models and incorrect rotations
added chainlink_fence_b + artdev developments
Remove all references of OpiumSoundEvent, won't be needed
Hook up separate viewmodel camera, hook up independent fov settings
https://files.facepunch.com/tony/1b0211b1/sbox-dev_t3Xve3ReGZ.mp4
Fix not being able to open the player prefab
added boiler_b + updated artdev map + copper skin for pipe assets
updated artdev map
fixed asset paths/dependencies
Delete old door
Model .metas
Opium asset party uploads: Decals, Plaster hit impact plaster meshes