usertonycancel

4,607 Commits over 976 Days - 0.20cph!

11 Months Ago
Add GameControllerType_t, expose ControllerType to managed, add GlyphVendor LoadGlyphTexture will look for the controller's vendor and fall back to default if not found Add a few PlayStation glyphs
11 Months Ago
Look for input glyph svgs Plug in a bunch of glyph icons for xbox controller
11 Months Ago
Temporary generated glyphs for gamepad
11 Months Ago
Re-add Input.UsingController (simpler now)
11 Months Ago
Make prints less obnoxious
11 Months Ago
Parse analog inputs local to each controller, add virtual trigger buttons based from axis result Hook up AnalogLook/AnalogMove for first controller (test)
11 Months Ago
Test passing controller input to input context
11 Months Ago
Implement default LED colors based on instance, rumble the gamepad on every button press test
11 Months Ago
Remove legacy sdl haptics code, replace with SDL_GameControllerRumble
11 Months Ago
Didn't mean to push this launch setting
11 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later) GameController -> CGameController, some code refactor, Controller is a handle
11 Months Ago
Resolve sbox-issues/issues/5171 by making dragValue match
11 Months Ago
Consumables inventory moved away from objectives UI
11 Months Ago
Fixed weapon sounds being unlinked
11 Months Ago
Fixed stamina infinitely draining
11 Months Ago
Moved stamina drain/regen to mechanic instead of playercontroller Posture regenerates over time Fixed assuming max posture is 100 Update posture UI color
11 Months Ago
Add PostureMechanic.Default
11 Months Ago
Calculate posture damage separate from damage inflicted, so weapons can be better at breaking posture
11 Months Ago
Fix a bunch of warnings
11 Months Ago
ModelPanelnspector: smooth out rotation when mouse is released instead of freezing the model
11 Months Ago
Move NotesUI in front of everything that isn't the pause menu
11 Months Ago
GameManager -> Game, add our own GameManager, add GameManager.IsPaused
11 Months Ago
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)
11 Months Ago
Enable/disable model renderer when using model panel inspector
11 Months Ago
Use InputHint for NotesUI
11 Months Ago
Added posture bar to hud
11 Months Ago
Not sure why I pass victim in our damageinfo at all, doesn't make sense and it's not used
11 Months Ago
Posture mechanic compensates for any damage taken, and controls breaking posture - don't block attacks if we broke posture in the same attack
11 Months Ago
Start designing posture mechanic
11 Months Ago
Fixed being able to block while in the notes UI
11 Months Ago
Add SwingingHeavyAttack, only gets set when you're winding up your attacks
11 Months Ago
Added jason spawner, hooked up state enter voices for AI so they'll play their respective voices
11 Months Ago
Port weapon code to use voice list
11 Months Ago
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"
11 Months Ago
Fixed up all the other melee weapons, and added alt swings to all weapons
11 Months Ago
Add named camera effects for weapon attacks
11 Months Ago
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
11 Months Ago
GameController -> CGameController, some code refactor, Controller is a handle
11 Months Ago
Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
11 Months Ago
Add voice lists for other crackhead variants
11 Months Ago
Add VoiceListResource.Find( key, fallback )
11 Months Ago
Add VoiceListResource
11 Months Ago
Start work on weapon refactor - hold state info in a resource, pass resource into attack components
11 Months Ago
Interaction: grab bounds center for screen position, not just the GameObject's position
11 Months Ago
Inventory items have stack sizes, when adding items, recognize existing item instances and top up stacks before adding new slots
11 Months Ago
Rip out SteamInput and our Controller API Init SDL_GAMECONTROLLER, add standard mappings file (will move this later), find all of our game controllers on startup, hook up events for handling controller lifetime, button events and analog inputs Turn off steam overlay in the editor again Forward controller button events to managed Forward controller axis events to managed Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID Delete Input.AnalogInputs/GetAnalog (might re-add later)
11 Months Ago
Delete Input.AnalogInputs/GetAnalog (might re-add later)
11 Months Ago
Simple device instance memory (disconnect and reconnecting the same controller should point to the same device), all events pass controller ID
11 Months Ago
Forward controller axis events to managed
11 Months Ago
Forward controller button events to managed