branchsbox-platformer-2/mastercancel
79 Commits over 59 Days - 0.06cph!
Basic push and pull objects
Work in progress lock on camera
some extra checks for wall climbing
Added wip climbing
https://files.facepunch.com/louie/1b0911b1/sbox_1184.mp4
Check if rolling down angle
Opps cleaned up too much, reset special_movement_states when finished
Added slide animation when sliding
https://files.facepunch.com/louie/1b0911b1/sbox_1176.mp4
upped punch damage
Added ground slam damage
Added box break minigame
Better interaction point and look
Fixed Wheel button not setting open state
Added interact hud + fixed right click interact
Fixed pipe puzzle not connecting
Fixed not being local rotation + setup logic
Clean up pipe puzzle
Set up hold interactions
Added rotation button
https://files.facepunch.com/louie/1b0811b1/sbox_1164.mp4
Better detection for interactions
Set up logic for completing pipe puzzle
Pipes now connect and disconnect correctly + basic logic
https://files.facepunch.com/louie/1b0811b1/sbox_1163.mp4
Work in progress on pipe connect puzzle
Added tilt to run anim
https://files.facepunch.com/louie/1b0611b1/sbox_1150.mp4
Added basic ledge climb + ducking
Added controller debug
Assets
Use Named Values for some particles
increase interaction helper radius
Interaction button
Added Laser Puzzle
Added OnSolved output to BallRoll,PuzzleRotation,Watermelon mini game
UI Idea
Added wip duck jump and ground slam
Better camera collision behaviour
Can long jump out of rolling + increased jump height
Let's make it so our head doesn't clip off screen
Added Ducking and improved rolling controls
Give some weight to the camera when jumping
Preliminary camera collision that doesn't look weird
Camera guiding through collision if we are orbiting
Merge branch 'master' of sbox-platformer-2
Fix merge sry
Ledge grab & shimmy movement
Add back camera collision
Remove console log spam
Cleanup
Rolling improvements
Bounce off other player's heads
Orbit adjustments, Don't orbit the pawn if we've moved the mouse
Backport camera adjustments from previous camera
Clamp back to a comfortable position if we want orbit, reduce player transparency range
Normalize angles, don't simulate camera twice as it's already a component
Option to show once on location overlay
Start moving camera to a component
Orbiting camera
Backport focuspoint stuff
Added platform entity breaks/falls when player touches
Do target position calculation separately from vertical and horizontal positions