301 Commits over 274 Days - 0.05cph!
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
Add voice lists for other crackhead variants
Add VoiceListResource.Find( key, fallback )
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
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
ui: Add button to settings menu to open binds overlay
more artdev updates
Made block_layout less segmented, better grouped per chunk
moved full block_layout map into art dev stage so I can focus on lookdev
made plaster_j1 render backfaces so I can make torn wallpaper segments
added carpet_e floor mat
updated mapping size for plywood_hs
corrected mat group texture for counter_crn_01
updated artdev scene + map for apartments
continued lookdev for apartment interiors
Add "op_ui_objectives_force"
Implement InventoryContainerPanel/Slot, layout grid and non-grid inventories
https://files.facepunch.com/tony/1b2411b1/sbox-dev_heTLhXRngc.png
Update BaseWeapon.Effects.cs
added exterior_details asset set
vent_a
vent_b
vent_c
vent_d + grating
alarm_a
alarm_b
added concrete_d
added plastic skin for door_frame_a
added brick_b mat
added concrete_c mat
added trim_layout_a rect + fixed all trims
Updated existing windows to align with new direction
also added larger windows + new mat
Added consumables inventory baseline (not grid yet)
Remove scene scoping from SubtitleEntryPanel since we're doing this in engine
Further block_layout map adjustments
block_layout map updates
also added older arc_apartments updates
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demo material reworks to fit in with new sprint