reposbox-opiumcancel

301 Commits over 274 Days - 0.05cph!

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