301 Commits over 274 Days - 0.05cph!
NPC test Clothing and Idle Animation
Submit combination to unlock
Audio sliders to settings menu
Updated padlock models
Combination lock (WIP)
Opium Ironing Board asset
Post Processing console cmd
added padlock_b
also tweaks to padlock_a vmdl
padlock_a asset
world+view texture sets
collision/surface pass on curtain assets
Pathing fixes
Temp fix for shitty rotation smoothing, need to look at this
added curtains set + 4 skins
also updated artdev scene
Simpler NPC walk logic
Walk along path
Demo path example
tvstand and tvlarge texture updates
Shared pathing code
Scene update
Consumables inventory moved away from objectives UI
Fixed weapon sounds being unlinked
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
Initial patrol state, editor
Need to do a proper rewrite of the actor movement stuff before this
works properly though. We should be sharing a lot of code here rather
than re-writing the same thing across multiple states, and ideally we
should be able to queue up positions to move to.
https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_AEtQOhETj3.png
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"
Fixed up all the other melee weapons, and added alt swings to all weapons
Add named camera effects for weapon attacks
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
Toggled bool for ActionGraphInteract
Update hammer_showcase.scene
See if this fixes for Rick
Basic ActionGraph Interactor