383 Commits over 61 Days - 0.26cph!
Player movement is based on camera forward instead of EyeAngles
Map Updates - Boxes and Barrels
Toggle Time action
Camera ignore swingable
Tongue ui
Test level
Exit tongue state when target is disabled
Added CameraPull to TongueTarget
TongueTarget PullingMode and OnTongueHit action
Can tongue certain objects towards you. Player can carry objects
Fix punchable scaling when grabbed
Neutral Jump from a slide will cancel forward momentum
Tongue Improvements, much more responsive while still being physics based
Basic implementation of tongue swinging
TongueAbility now highlights tongueable objects
Initial assets commit (LFS)
Initial commit
Set up .gitattributes and .gitignore for LFS
Initial code commit
Stages
box project materials
Material changes
Test stage
Clean up
Fix spam hopefully
Merge branch 'main' of sbox-piecrumb
Create TongueUI, will be used to highlight tongue-able objects
Start TongueAbility, give existing Abilities custom Icons
Shader Support a hotspot layer on projection
https://files.facepunch.com/louie/1b2211b1/sbox-dev_BJkYW81ltd.jpg
Shader supports texture scrolling
Remove / clean up old assets and poorly named stuff
Updates to intro area and blockouts
Lets try making the player face correctly again
Sub intro cutscene text
Swap to models of platforms
Fixed rotate
Phys trace
Rotate player onstart to face correct direction
Remove tags for moving
Phys character updates
Once touched check if we have touched the platform
We did need to switch this
Slopes affect slide speed
slide friction
More slide adjustment
Merge branch 'main' of sbox-piecrumb
Make sure rubert checks the dialogue state
Update SceneTriggers in first two levels
Fix the player randomly clinging onto non-existent walls
Refactored DiveAbility to make a bit more sense
Fix E not always Interacting and fix NPC state
Fix releasing jump slowing your fall while maintaining short pressses
Fix jump from dive on the ground
Save Interactable/NPC states to GameSave. This isn't really used yet
NPCs now have "!" above their head if they have something new to say, showing InputGlyph when in range
NPC progression updates, saves, and loads proper.
Collected items do not respawn when reloading a save
Can now check if a dialogue is completed directly instead of having to make a weird 2nd copy. Updated into area accordingly
Show current map icon on save select
Load into the previous scene/entrance on save load
Scenes are now properly tied to MapResources and saved to the save file