475 Commits over 915 Days - 0.02cph!
No air dash, double jump when holding ledge
Only allow grabbing ledges
Backport some ledge climbing, you can climb up anything right now
Tweak sliding to be less shit, and also simpler
bucket texture update
includes material groups for no paint and with paint
Update .gitignore
Block out
large coffee mug specularity and albedo adjustment
large_coffee_cup asset addition
Merge branch 'main' of sbox-platformer
nah but actually add the washer tho
Relocated assets + added bolts/screws/washer/bracket
Add testing notifications panel
Use trace normal for fake shadow
Use a state machine to control the whole thing, make it into a prefab
Add some libs, add Zone from HC1, start framing out SceneLoadVolume, new home scene
Temporarily display active abilities on the hud
More messing around with UI
https://files.facepunch.com/tony/1b0111b1/sbox-dev_jwiM3RE8z3.jpg
Small changes, air dash uses SHIFT
Cancel slide if we end up off the ground
Implement TakesOverControl, which cancels out wish movement
Add Slide
Crush trigger instead of trying to bake it in all things
Improve Ground Slam, stops the player in the air first
PlayerPusher, PlayerCrusher, Kill, Respawn
Remove debugs
Use Player.Velocity instead for a bunch of things
Add MovingPlatform
New test map
Basic implementation for Inheriting ground object velocity
Fixed fake shadow decal cutoff/depth
The map has a sun and sky already
Fake shadow
playground scene
Rename player
Better jumping
Camera improvments
Work on pickup collectibles
Air dash is relative to input direction, not facing direction
Trace to camera direction to try to avoid walls
Trying to simplify this code
Better camera
Player rotate free of camera
Expose OnPlayerLanded event instead of checking on update in every ability that needs to know