301 Commits over 274 Days - 0.05cph!
Random npc bodygroup
idle should be looping
temp lighting and npcs
Fire extinguisher and poster meshes
More block out, set up scene with doors
maintenance_door asset
added pipe_group_01 prefab
Start blocking out lower level
Books magazines unique books open and closed
coffeetable_a painted skin
Make StateMachineNode.Identifier ReadOnly
Show last 5 characters of identifier for debugging
added coffeetable_a
two skins
Refactor, hook up connections, started work on storing transition actions
quick level fixes and adjustments
Show state name overrides separately
Use EditorJsonOptions instead of defining our own
Draw entry nodes differently to normal nodes
migrated artdev progress to demo_level_2
Update art_showcase.scene
added plaster_kid_a1 material
added textured_ceiling_a material
new shirt and bodygroups sorted on npc vmdl
Books phonebook diary and journal
Initial physics doors
Natural swinging for doors
Clean up, E to push open
3 door states - open, opening, closed
Closed: won't budge
Opening: automatically opens to 33% of max angle over time
Open: fully movable by player
Take starting rotation into account
Adjustable weight, peek fraction
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
Update art_showcase.scene
Update flag_oakwood_color.png
More boilerplate for nodes / graph
Start blocking out state machine resource + editor window
stubbing in assets into artdev scene
added beanbag
added flag_oakwood
added mattress_cover material variant for mattress
also adjusted bedframes
Update art_showcase.scene
dresser version without actiongraph
bed/mattress scale adjustments
Doubled reach for crowbar attacks
bedframe + mattress adjustments
added bedframe_b for Liam's room
Add ActionGraph node for quickly creating a prop
Hook up block anim for new npc