branchsbox-opium/maincancel

275 Commits over 213 Days - 0.05cph!

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