1 Year Ago
Add weapon asset files (incl. source)
Renamed ShooterWeapon, adjusted MP5 and R870 stats
Add PlayerController.IsAiming and WishSprinting
Cleanup, hook up aim state
Only apply crouch lerp if not aiming
Weapons can define their own object avoidance stats
Scale down avoidance significantly when ADS
Don't ADS while sprinting, don't allow shooting while sprinting
Work dump for resource-defined weapons
ViewModel data cleanup
Add 1911 weapon resource
Simplified inventory system, use defined weapon slots
Re-hooked up shooting, gun sounds, added firemodes
Weapons can define supported firemodes, can cycle firemodes with Voice key
Add a chatbox hint for now when the player switches fire mode
Clip Size, Reload Time, Ammo Type all defined by resource
Set up basics for generic crosshair types
Pass player's speed into crosshair
Remove code guns, they're not used now
Fade out crosshair while ADS
Lowered tickrate
Added knife weapon.. yes I know it shoots bullets.
Originate sounds from owner instead of the gun
Fixed NRE on death
Fixed another NRE on death
Simple, weapon-contained recoil steup
Give 1911 some recoil
Synchronize recoil valus since they're predicted
Add ViewModel recoil with separate scaling and recovery factor
Fixed incorrectly calculated recoil
Hooked up bullet values to weapon defs
ADS, Ducking & Player Speed all modify a weapon's recoil
Crude method to disable aiming while reloading
More progress on viewmodel aim system, almost nailed it now.
Weapon attachment changes
Reorganized primary attack checks so it's consistent for each fire mode
Decrease diagonal sprint speed, disallow sprinting backward
Apply pitch and roll offset to the weapon when looking up / down
https://files.facepunch.com/devultj/1b0311b1/sbox-dev_WV7fblsLqD.mp4
Upped footstep volume as well as increased frequency
Take note of when the player stopped sprinting
Introduce PostSprintAttackDelay, to disallow attacking straight after exiting sprint
Start killing player controller
Add viewbob, increase walkbob when sprinting
Scale viewbob from player speed
Add CameraModifier, ScreenShake.Pitch
Detect falls by comparing ground from last frame, see if it was a big fall and penalize the player for it.
Improve the screen shake effect
Use velocity.z to determine how hard we hit the ground
Added quick viewmodel transform offset when in the air
Added dry fire sounds per-weapon, only play once when firing
Added ammo capacity cues to follow gunshots
Recompiled some weirdly broken sounds, adjusted low ammo pitch to be less harsh
Added WeaponDefinition.ReloadSingle
Fully support shotguns as weapons
Add R870 shotgun as resource
Weapons can disable aiming feature
testmap + compiled assets
Add slide mechanic, GetEyeHeight instead of property, remove unstuck
slight map tweaks
Weapons can define their own slide position/angle offset
Kill feed will try to recognize our weapons
Fixed recoil being dependant on framerate
Tweaked movement speeds, reduced jump power
Replaced GroundFriction with a method, in preparation for weapons to override this.
Hit markers recognize headshots, added new art for the icons
Controller cleanup, fixed duck
Sliding up slopes is doable, but slow. Sliding down slopes is fast.
Adjusted slide to be continuous while traversing down a slope
Adjusted MP5 sliding values, add screen shake based on slide speed gain
Dress players in one army outfit for now
Alternate between two outfits
Updated HUD
Updated Hit sound
chat box tweak
Reset activation time if we're sliding down a slope
Recompiled sounds, update .addon
Hook up sliding to Animator, use Citizen's "skid" parameter
https://files.facepunch.com/devultj/1b0711b1/sbox-dev_CEdac1UKfs.mp4
Add Slide.StartSliding, Slide.StopSliding - create follow particle
scoreboard ui tweaks
Merge branch 'main' of sbox-gunfight
Sliding particle
Opps
Added bullet trail
Changed hit sound pitch if headshot
Get most distant spawn point
UI tweaks
added weapon icon to hud
rotate hud slightly
remove log
Little animation on spent ammo
Add WeaponDefinition.ShootTrailParticleEffect
Add Weapon.Name (grabs from def), Weapon.ShortName
Add Weapon.IsLowAmmo(), assign class "low" if low ammo in UI.
show gun name on hud
Merge branch 'main' of sbox-gunfight
Add Weapon.BulletRange, knife is no longer a semi automatic rifle
Changed health bar color
All players start with 25 armor
ViewModel: Ease out of slide while you're shooting
No footsteps while sliding
Buffed sliding speeds
Add camera roll offset while sliding
Merge branch 'main' of sbox-gunfight
adjusted bullet trail
Add lowammo keyframe anim
Add sliding sounds
Add jump and land sounds
Play separate heavy landing sound where needed
Can grab IsSprinting out of simulation context, add sprint sounds
Add reload radial fill to crosshair
https://files.facepunch.com/devultj/1b0811b1/sbox-dev_UHmMtGQJW7.mp4
Update .addon maplist
Cheap and nasty passive healing
Fixed Reload arc showing weirdly sometimes
Should have fixed slide sounds being whacky on non-host
Adjusted killfeed position
spawn firemode toggle to menu
Added voice chat ui
temp NRE fix for sliding
UI element when regen health
Wip hud inventory
Simplify InventoryIcon button fetching
Moved inventory bar, hide active weapon
Restored InputHint functionality lost from Spire
Add HudHints panel, add reload hint
Don't use InputHint for InventoryIcon
Weapon adjustments
Started boilerplate for gamemodes
Fixed NRE while the player has no weapons
Fixed Burst firemode spamming dryfire sound. Not sure why that was there..
Rewrite player controller, with thanks to Boomer, with mechanics in mind, rewrote duck/slide
Fixed client not getting Mechanic.IsActive correctly
Add vaulting mechanic, accompanying hud hint
https://files.facepunch.com/devultj/1b1011b1/sbox-dev_AO3NAq7ExA.mp4
Removed reachedVertically, just decrease forward vault offset
Fixed font sizes on hints and inventory
Add screen shake post-vault
fixed shotgun anims
Merge branch 'main' of sbox-gunfight
Inform the ViewModel when reload is finished with anim parameter
Fixed deploy anim on shotgun
Slouch the player while vaulting
Validate Controller, fix HudHints NRE
Fixed reload arc showing when you first spawn
Added HudMarker system, hooked it up to players
https://files.facepunch.com/devultj/1b1011b1/sbox-dev_QaEfLq9RQ4.png
Adjusted MP5 recoil
Buffed R870
Re-adjusted MP5 and R870 recoil, removed Drop functionality
Fixed reload arc showing after cancelling a reload
Add super basic cover aim mounting mechanic
Add screen effects when mounting/dismounting a wall
Added hud hints for CoverAimMechanic
Added training dummy ent
added missing shotgun sounds
Don't show ammo if ammo type is none
set up f1
Temp grenade hud and stance hud
Stance NRE
Spawn player facing spawn point angle
little hud clean up
Add ricochet
Only pass reload frac while actually reloading
Reset recoil when weapon becomes active
Pass damage ref through TraceBullet, allow ricochet to dampen damage amount
Added basic bullet penetration. Doesn't respect surface materials or glass yet
https://files.facepunch.com/devultj/1b1211b1/sbox-dev_arg4pZtXBC.mp4
Pass proper bullet range instead of hardcoded numbers
Weapons can define their own damage flags, fixes knife being able to penetrate
Add GunfightWeapon.ShouldPenetrate
Apply damage reduction for both ricochet and penetration
Fixed shotguns being absolutely useless due to damage reductions
Accidently broke ricochet
added ricochet effect
removed background from stance hud
Burst FireMode is simulated properly now
Upped BulletSize for knife, R870 is a primary again
Cleared up all compiler warnings
Add gunfight_createweapon test command
Weapons are usable, can pick them up
Drop the player's Primary Weapon on death
If the player collides with a weapon, siphon ammo from it until we don't need the weapon anymore. Then delete the weapon.
Add Inventory.HasWeaponWithAmmoType
Only siphon ammo if it benefits the player
Temporary priamry weapon randomizer
Add gamemode selection, map defines it as priority, then via convar (GameSetting)
Add boilerplate Team System
Added ToExtensions
Update .addon w/ GameSettings
Gamemodes can create their own hud style
Restructure some team extensions, assign players to teams in Gunfight gamemode
Added team system support to player hud markers
Added scoring system
Added more QoL accessors for TeamSystem
Kill Feed will try to use team colors
Added GunfightScorePanel, ready for gameplay loop!
Unset debug scores
Added Gamemode Prop ent (non functioning)
Added GunfightWeapon.Start/StopDecaying, prioritize penetration over ricochet
Started work on game states for Gunfight
Added AKM model
Added AKM weapon resource
Start decaying the weapon once it's dropped
Add Gamemode.PreSpawn( player ), RespawnAllPlayers, disable input when movement is disabled
Prevent Damage if gamemode.AllowDamage is false
Adjusted spawnpoint query, added SpawnPointTag
More work on Gunfight gamemode rules & game flow
Delete inventory contents on respawn
Add post process overlay when in round countdown
Use LifeState to decide different pathways for gamemodes to take when respawning a player. LifeState.Respawning = player will respawn in a few seconds. LifeState.Dead = gamemode must manually respawn them.
Add AKM to random weapon rotation
Fixed grabbing wrong weapon name in KillFeed
Check for dead players and award the other team. Semi-working gameplay loop!
Define Loadout GameResource
Add Gamemode.PlayerLoadout, hook it up to Gunfight
Loadouts can provide ammo
Update AKM ammo-type
Handle game won state, go back to WaitingForPlayers, which will now check the active player count and go straight to round cooldown.
Add/RemoveScore returns new score
Don't go to RoundOver if we've intended to end the game
Show winning team at the end of the game
Moved around slide effects, clear effects on death
Players can respawn while waiting for players
AKM sounds
AKM icon
Knife sounds
Reset K/D on game reset
Clear player effects on respawn
Added more loadouts
Upgraded score panel, bigger time countdown, alive player counts
Create CapturePointEntity.cs
Create GamemodeMarker.cs
Create a capture point when RoundFlagActive, clean all capture points when starting the round
Map update
Add Gamemode.OnFlagCaptured
Win the round on CTF
Added revolver
Updated AKM icon in resource
Adjusted round lengths, don't end the round if someone is capturing the flag.
Minor tweaks to CapturePoint, HudMarkers
Merge branch 'main' of sbox-gunfight
Fixed damage not working outside of active gamemode
Add Revolver resource, Cowboy loadout resourc
Revolver can 1-hit headshot
Added GunfightCapturePanel, simple UI template to show flag status
https://files.facepunch.com/devultj/1b1411b1/ShareX_eevAonsQQK.png
Re-add code to omit capture point marker if we're capturing it
Added wip flag
updated akm aim pos
First version of round won panel
flag aoe particle
Set CapturePointEntity model
Fix NRE for Inventory.GetAll
Added temp ui sounds
Added round countdown sounds
Also added the new sounds..
Hud Hints style tweaks
Cover aim hint positions itself in the world
Vaulting mechanic rewritten, will now test the next position and stop if we're going to get stuck
Updated AKM sound in resource
Decreased AKM pitch variance
Don't shake screen while sliding
Delete all loose weapons on the ground when map gets cleaned up
Mess with tickrate some more
Added WeaponDefinition.FindFromSlot, WeaponDefinition.Random( list )
Instead of hardcoded randomizer, use new methods to randomize loadout outside of Gunfight mode
Try to handle aim vs non-aim viewmodel states better.. this is all a big mess
Give ViewModel a flat FOV, for users who play at ridiculous FOV
Remove MeleeWeapon. Got plans for this in the future.
Hud Location
Cleaned up unused VaultMoveMechanic code
Pass current bullet count into DoTracer, originate from muzzle if first bullet pass
Merge branch 'main' of sbox-gunfight
Add simple pinging system, needs sounds
Can ping weapons, triggers call to parent for pings
Remove ping if ping's tagged entity has a parent now
Add PingSystem.GetLifetime, use that for deferred ping cleanup
Give crosshair a dot
Fixed pickup triggers accepting traces while actively held by a player
Fixed enemy ping persisting across lives
Decreased ping lifetime if not enemy / resource
CapturePoint responds to player deaths
Removed strange sprint walkbob offset, updated revolver walk bob
Adjusted viewmodel weights for all weapons
Ricochet impacts & trails https://files.facepunch.com/devultj/1b1811b1/sbox-dev_tbJXwJSPxP.mp4
Project backwards with penetration, so bullet holes are on both sides of a wall https://files.facepunch.com/devultj/1b1811b1/sbox-dev_XH4xFVufKB.mp4
Added weapon accumulated spread. Shown visibly on the ViewModel
Updated Revolver to include spread
Fast firing penalty for the Revolver
https://files.facepunch.com/devultj/1b2211b1/sbox-dev_5pOf2NFcw9.mp4
R870: reload time decreased by more than half
Removed SimulateView
Removed auto weapon switch when empty
Changing weapon isn't immediate, added holster state to animgraph
Add fallback pickup label hint, no more `[E] object`
Update state order and removed debug print
Fixed revolver animgraph holster anim
Added CanChangeWeapon, queue weapon switches
Moved Player weapon code into its own partial class
Increased recoil scale penalty for firing while moving
ApproximateWallHeight will only iterate up to 20 times. Before it would be iterating hundreds, if the wall was massive.
ApproximateWallHeight will correctly calculate the height of a wall, relative to the player's location
Mantle: Duck the player if wall height is low enough
Show WallHeight traces if BasePlayerController.Debug is on
Added WallInfo.AbsoluteHeight, fixed Vaulting
Adjusted Crosshair setup
Yet some more crosshair editing
Fixed NRE with CoverAimMechanic.DoVisualEffects
Updated MP5 anim graph to support holstering
Added holster anims to all guns
Started API for Weapon Attachments
Temporary asset for Laser Sight, attachments can override ViewModel aim transform
Inform ViewModel when attachments are added/removed
Weapon.FrameSimulate correclty runs FrameSimulateAttachments
Set up laser particles on laser sight
Use attachment rotation if reloading
Fixed players not running FrameSimulate on ActiveChild
Add WeaponAttachment.Mirror( VIewModel )
Change laser direction if sprinting / sliding
Added AimAttachmentStyle, first draft for overriding ADS with a laser sight
https://files.facepunch.com/devultj/1b2411b1/sbox-dev_OI67deE338.mp4
Fixed strange behavior with laser sight transforms
Fixed Laser dot not showing
Don't render crosshair if dev camera is active
Decreased laser radius
Fixed Famas world laser spot
Decreased laser dot sprite size
Laser shouldn't follow eye position if it's not the local player
Add Weapon.HasAttachment<T>
Add gunfight_crosshair_always_show debug convar
Updated how ADS is done
Allow ADS while reloading
Updated FAMAS aim offsets, including Laser
Fix laser sights persisting when weapon isn't drawing
Update laser sight model
Redo laser sight attachment tracing code
Fix NRE in LaserSIght.UpdateEyeTrace
Hud adjustments
Add Gamemode.CanPlayerRegenerate
Restyled score panel https://files.facepunch.com/devultj/1b2611b1/sbox-dev_7pfMkeGIb8.png
Make first weapon active alwayas
Updated AKM sight offset
Support Laser for 1911, updated aim offsets
Saturate player's view based on health, removed health hud
Redone score panel style
Update vignette color
New Main HUD, added firemode switch panel
Added GunfightDeathCamera
Add GunfightSpectatorCamera
Space bar while in death camera to spectate
Added Gamemode.AllowSpectating
Moved cycle fire mode to InputButton.View
Add GunfightPlayerCamera sets target locally
Replaced most hud pawn references with camera target
Game post process refers to camera target as well
Don't display weapon hud if we have no weapon
Add Spectator HUD https://files.facepunch.com/devultj/1b2811b1/sbox-dev_kpcvdu0e9Y.png
Fixed enemy dead color on status panel
Fixed CycleFireMode not listening to the weapon's supported modes
Fix FireModePanel NRE
Don't try to update firemode if new result is the same as last
Fixed compile, replaced StandardPostProcess with ScreenEffects
Trying to pin down why I'm crashing
Temporary Player.RenderHud workaround
Played around with ScreenEffects https://files.facepunch.com/devultj/1b2911b1/sbox-dev_IrBJraNekh.mp4
Updated use of hitgroups
Add LoadoutPanel that displays while the round is starting
New scoreboard style for team-vs-team setup
Gamemodes can define what teams are available, scoreboard simply iterates through that
Changed loadout defs, added attachments to loadout panel https://files.facepunch.com/devultj/1b1611b1/sbox-dev_y4Pvo00hLF.png
Update Assets
Updated some UI elements to use Razor (#6)
- New chatbox UI
- Rewritten scoreboard
- InputHint is now a one-file utility that people can grab for their own projects without any faff
Loadout Panel rewritten in Razor
Slide: Don't stop sliding when releasing key
Don't serialize some loadout properties, added a couple more loadouts to Gunfight gamemode
Merge branch 'hitboxes-suck'
Fixed loadouts being inconsistent, don't let new loadout be the same as old
Add facepunch.prison as supported map
Fixed UI issues where players weren't transmitting
Fix scoreboard style
Add Team Friend/Enemy state to chatbox messages https://files.facepunch.com/devultj/1b0211b1/sbox-dev_Bk5fdyxYYl.png
New chatbox style https://files.facepunch.com/devultj/1b0311b1/sbox-dev_vt7ri61VFf.png
Add GameStatus razor element, removed GunfightScorePanel https://files.facepunch.com/devultj/1b0311b1/sbox-dev_ezV5pOzp4O.png
Restyled Loadout Panel (again) https://files.facepunch.com/devultj/1b0311b1/sbox-dev_93y7Z2fzEE.png
KillFeed, Main HUD, and redone Gunfight specific elements https://files.facepunch.com/devultj/1b0311b1/sbox-dev_gyVcEqyflh.jpg
New Scoreboard style https://files.facepunch.com/devultj/1b0311b1/sbox-dev_Qek6NXzzJm.mp4
Added tactical (burst) sprinting mechanic
Added burst sprint fields for ViewModelSetup
Minor sprint angle/pos offset fixes
Added PlayerCard razor template
Added DeathInformation razor template
Don't show certain UI elements if dead
Don't default to Local Client for DeathInformation
DeathInfo: Added fallback if no Client is found
Show DeathInformation when killed by another player, or suicide
Improved player hud markers
Added intro animation to DeathInformation
Ceil health on GunfightStatus panel
Don't show health bars if there's no-one's health to show
Fixed strange text clipping when score bar is less than score's width
Added Game State label to alleviate confusion when new players first join https://files.facepunch.com/devultj/1b0411b1/sbox-dev_4qK24EohCL.png
Start on NotificationManager with notification docks, use bottom dock for firemode hints https://files.facepunch.com/devultj/1b0411b1/sbox-dev_UN4PjCWzZU.mp4
Adjusted viewbob, akm recoil, added land camera impacts even if small falls
Vault Mechanic is omnidirectional
Decreased Vault EndZ offset, making vaulting a bit less clunky
Adjust step size
Tried to improve precision of wall detection
Started work on Kill Confirmed mode
Added small amount of crosshair position deviation
Hide crosshair lines when in air / sprinting
Show generic game state in GameScore component
Fixed Frame NRE related to Laser Sights
Add GamemodeIdentity panel
Refresh GameScore when GameState has changed
Added proper descriptions to game modes
Don't show time label for game state on Kill Confirmed
Fix crosshair NRE
Added basic entity for Dogtags
Spawn a dogtag on a player when they die, add score when it's picked up
Fixed up hud marker for dogtag, fixed notifications being sent to everyone
Gamemodes define max score now
Can't fire while starting to aim, weapons can define this time. ViewModel matches this time
Slow down lerp when not aiming
Can't aim / shoot while sliding
Fixed chatbox avatar size not getting set when image loads
Don't allow aiming while in the air
Up recoil scale when in the air
Disable reload cancelling
Added Gamemode.AllowFriendlyFire, turn friendly fire off in Kill Confirmed
Attachments can impact aim speed, laser sights increase aim speed
Add gunfight_friendly_fire_override, show friendly dogtag hud marker as friendly
Added convars for configuring Kill Confirmed matches https://files.facepunch.com/devultj/1b0611b1/sbox-dev_O0ZNQAfebZ.png
Scoreboard: Identify teams by name, score https://files.facepunch.com/devultj/1b0711b1/sbox-dev_kiS37iMjaK.png
Add score bars to scoreboard team entries
Restyle empty scoreboard teams
Randomize loadout each time you spawn in Kill Confirmed
Cleaned up killfeed padding
Start on Progression
Dog tags
https://files.facepunch.com/louie/1b0711b1/sbox-dev_cQjWAJihvE.jpg
Add experience hints, add kill confirm / deny awards
Hooked up dogtag particle to DogtagEntity
Play a particle effect when destroying dogtag
Group Experience entries https://files.facepunch.com/devultj/1b0711b1/sbox-dev_sdpBFKWh2U.mp4
Update scoreboard row when kills / deaths / score changes
Properly clear all player stats on game restart
Default the gamemode to Kill Confirmed for now
Properly fix NRE for crosshair render on death
Adjusted Revolver recoil, add MP5 & R870 loadouts
Fixed MP5 laser, only use laser aim offsets if they're not zero'd
Aiming down sights is snappier
Add WinningTeamDisplay UI element
Added hud visibility states, restyled game win/lose https://files.facepunch.com/devultj/1b0811b1/sbox-dev_ZgnbQefjZS.jpg https://files.facepunch.com/devultj/1b0811b1/sbox-dev_fUQhnWuUsy.jpg
Slow timescale when game is over, add UI state for if the game is a draw
Use DelayRealtimeSeconds for team display decay task
Work on more spectator support
Don't slide when not sprinting, tacsprint gives a speed boost when sliding
Fixed being able to jump immediately after sliding to gain a large speed boost
Always make newly picked up weapon active
Players don't collide with one-another
Redo mounting mechanic, actually perform recoil reduction while it's active
Have to be aiming to try to start mount
Add basic door slamming mechanic https://files.facepunch.com/devultj/1b0911b1/sbox-dev_oIXVmWjPhQ.mp4
Create WeaponPanel component, use it for LoadoutPanel
Update loadout panel if current loadout changes
Bullshit loadout selector system, can define match loadouts, and if custom loadouts are allowed https://files.facepunch.com/devultj/1b0911b1/sbox-dev_YzucftduVC.mp4
Proper exit animation for Loadout selection screen
Loadout selector can be accessed with InputButton.Menu
Add max effective bullet range, scale down damage based on range
Balanced weapons effective ranges
Add Double Kill, Triple Kill, Quad Kill awards
Fixed kill feed not displaying
Send multi kills to other players
Record multi kill stats, we can show these later
Use generic loadouts, span them properly
Firemodes panel rewritten in razor, fixed layout bugs
Hide and update FireModes panel when life state changes
Add Weapon.GetFireRate, burst mode has its own fire rate, balanced some burst mode guns
Can aim down sights with R870 shotgun
Can't shoot while holstering/deploying a weapon
Removed unused UI elements
Aligned R870 aim position properly to screen center
Restyled enemy player hud marker https://files.facepunch.com/devultj/1b1711b1/sbox_00EOdn9zVc.jpg
Fixed GetLocation returning something empty
Aim state cleanup
Sort scoreboard teams by score
Fixed up issues with the ViewModel being sluggish when aiming down sights
Reduced weapon recoil on the AKM
When Team is assigned on TeamComponent, give its Entity a tag to match
Reduced lerp speed for ADS a tad
Can also bash doors while sliding
Started work on War - large-scale combat test mode
Add Capture Point marker style
Add CapturePoints razor template
Fix up CapturePanel to work on any gamemode
Animate capture panel
Updated style for WinningTeamDisplay https://files.facepunch.com/devultj/1b2111b1/sbox_jduGaJxmyq.png https://files.facepunch.com/devultj/1b2111b1/sbox_hDR7VawPvs.png
Added proper contesting / capturing UI states to capture point markers
Stop showing CapturePanel if you've already captured the point
Notify game participants when a capture point is taken
Drain tickets, 1 per capture point every 5 seconds, also on death
War: Basic game loop running
Added GunfightSpawnPoint
GunfightSpawnPoint Team is checked when querying for a suitable spawnpoint
Can tag gamemode ident in spawnpoint
Prioritize GunfightSpawnPoint, then if we can't find one, look through the SpawnPoint list
Gunfight Spawn Points can define SupportedGamemodes as Flags https://files.facepunch.com/devultj/1b2211b1/sbox_w4pQhh4kMR.png
Moved Ping to InputButton.Zoom (previously InputButton.Flashlight)
Reset all capture points when the game starts
Added Slow Walk
Fire Mode switch changed to Use+Reload
Added gunfight_thirdperson
ammo case
Added GamemodeSpecificEntity, added static ammo crate entity
Fixed padding for hud markers at the bottom of the screen
Let's not network this as a test
Added PistolCrosshair type https://files.facepunch.com/devultj/1b2411b1/sbox_hBt5DuJddX.jpg
Added ShotgunCrosshair too
Slow down the player a bit more
Fixed strange padding with Chatbox
Gamemode rules refactor, add ISpawnPoint, redone how spawnpoints are decided, capture points can be spawn points if specified
Added basic valid spawnpoint finder
https://files.facepunch.com/devultj/1b2511b1/sbox-dev_27ZtJSzA2i.jpg
Show "WAITING" on Time Left panel if we're waiting for players to join
Sprint sounds are much louder now
Mess with ViewModel FOV while sprint / burst sprinting, alter real FOV if sprinting
Punchier AKM recoil
Decide winner of gamemode based on highest points if game time elapses
War -> Conquest
Recompiled assets, added third person to ProjectSettings
Add CapturePoint razor component
When entering a capture point, set the player's location to it (for HUD visuals)
Add progress bar to capture points
Fixed shitty alignment for capturepoints
Let CapturePoints component know about flag captures, display it under the capture point list
Proper style for "CAPTURED POINT" https://files.facepunch.com/devultj/1b2811b1/sbox-dev_HWwgn4lRZh.png
Removed FireMode hint until I figure out a better way to show it
Messed with AKM recoil some more
Messed with MP5 recoil also
Reduced TTK for most weapons (1911 Damage 18->25, AKM Damage 16->23, FAMAS Damage 12->18, MP5 Damage 13-17, Revolver 40->52)
Add quick and nasty hint display
Added GunfightCamera.CameraOverride
Work on Deployment UI https://files.facepunch.com/devultj/1b2811b1/sbox-dev_EaNYXSO6zP.mp4
Disable the spawnpoint button entirely when hint is there
Override dead state flow in Conquest
Add PlayerTransition camera modifier to Lerp from Overview to player's eyes (first pass)
Add deploy / loadout menu actions to SpawnOverview screen https://files.facepunch.com/devultj/1b2811b1/sbox-dev_sEeuKQLekR.png
Can ask to spawn at specific spawnpoints. Add GunfightSpawnVolume
Spawn at random point within spawn volume
Spawn volumes have a higher spawn priority (when picking from the spawn pool)
Only allow to spawn at valid spawn points
Refactor SpawnOption to hold no functionality, SpawnOverview handles onclick and decision-making
Fix NRE
Add GunfightSpawnVolume.IsBase, show "Friendly|Enemy Base" on deployment screen if set to true.
Fixed style for non-primary buttons in spawnoverview
Oh, this is why loadouts weren't working on Conquest. They weren't being given to the player..
Can't deploy on Capturing / Contested spawn points
Unfucked spawn volumes, fixed death cam
Fixed default match loadout never being set
Cleaned up loadout randomization
Fixed bounds calculation for GunfightSpawnVolume
Fixed ViewModel avoidance trace hitting world triggers
When looking at the sky / the ground, ViewModel rotation offset gets disabled when aiming
Upped slide camera strength
Upped walk bob, scaled walk bob down if sliding
Trying to find out why ADS is laggy at high ping
Can only bash down doors if it's closed / closing
Removed spawnoverview border
Need 4 people to start Conquest game. Refactor this soon
Moved MinimumPlayers into Gamemode, no need to copy/paste this across game-types
Kill sliding effects code as it's shit and barely works
AKM received a small nerf to try to bring it in line with other weapons
Increased F1 FAMAS base damage to match
Doubled R870 damage
Decreased Revolver's fire rate, as right now it's ridiculous
Scale mouse sensitivity down while aiming down sights
Show glow on usable entities https://files.facepunch.com/devultj/1b3011b1/sbox-dev_9SyivSPkGX.mp4
Adjusted Revolver aim position, the idle animation sucks though
When focusing on capture points, make their markers less intrusive
Remove lobby state stuff from chatbox, add history
Eliminated extra spread from MP5
Add some base spread
Conquest: Add round countdown sound
Add sound for when using the ammo crates
Add scaled heartbeat sound when low on HP, fixed NRE when being murdered by fire
Add weapon deploy sounds
Added Kill sound
New AKM sounds
New 1911 sounds
Add sound when taking bullet damage
Conquest: Added an intro sound to when the actual game starts. It might be a little too much.
Add a bunch of announcer events for kill streaks / first blood
Updated Gunfight for Client Input
Test: Turn off reverb
Added WeaponDefinition.DeployTime, can switch weapon while reloading again
Added CameraModifier.OnRemove
Fixed NRE when suiciding
Changed Spawn Overview style to match Lewis' concept a bit more
Add linear gradient behind buttons on SpawnOverview
Apply yaw / roll offset to viewmodel when walking sideways
Blend airLerp based on if you're aiming down sights. This still doesn't feel right, though.
Add jump windup, with first-draft jump camera modifier https://files.facepunch.com/devultj/1b0411b1/sbox-dev_9AKRGnGVGq.mp4
Remove Menu bind for LoadoutSelector
Interpolate EyeHeight, use EyeHeight when calculating character's BBox. Means players can duck through crawl spaces, windows, etc.
Test above space if the player tries to stop ducking, so they don't get stuck
Sprint viewbob and start of sliding roll
Allow aiming while crouching, lower the viewmodel a bit while moving
Sliding roll, cooler slide mechanic
Slide sound
Don't sprint while crouching that's silly, and enable firing while sliding
Nice sprint viewmodel bob
Change sliding offsets
ADS should feel instant
Cleanup mechanic, give hint that view changes should be handled by mechanic
Much better vaulting mechanic
Check stuck when activating vaulting, add better checks for that, also dot to movment wish direction (not actual velocity) should be positive to that vector
Slide further if we are aiming down sights, feels much better, also do view offsetting if we are aiming down
Tweak all gun materials, seemed their PBR values were all uncalibrated, let them have proper nice contract
Merge pull request #7 from Facepunch/better-feeling-movement
Merge branch 'main' into custom-client-input
Merge pull request #8 from Facepunch/custom-client-input
Custom client input
Replicate gunfight_gamemode cvar
Fixed NRE caused on death from GunfightWeapon.BuildInput
Work in progress UI2 Crosshair replacement
Update MapList
Don't set vault sound volume
Hide Crosshair while aiming. Group Crosshair with main game HUD elements, so it'll fade out when the game asks.
Removed a bunch of old UI elements, fixed up VoiceList so you can tell who's talking
Delete PickupFeed
Get rid of DuckMechanic bbox testing for now, it's shit
Merge 'refactor' into 'main'
Convert HudHints to razor
Configure 1911
Remove screwed up walkbob code
Don't crash the game because we didn't a valid loadout
Re-add MP5, adjust base ViewModel FOV
Don't look for unique loadout in War gamemode
Remove tactical sprint - made sprint hold, instead of toggle
Convert Ammo UI to razor
Simulate eyes using real eye height
Fixed NRE on death
Fixed Ammo NRE
Fixed NRE caused by aiming when you have no weapon
Play skidding animation when slide is active
Forgot to clamp ViewAngles when refactoring the player controller https://files.facepunch.com/devultj/1b0911b1/sbox-dev_5io9BnomHB.mp4
Hooked up weapon switching again
Re-integrate holdtypes
Don't assign view angles if input stopped processing earlier (dev cam)
Fixed 1911 ADS
Fixed MP5 recoil being ridiculously high
Fixed player hudmarkers being in player's feet
Re-add R870 Shotgun, fixed R870 world model physics being wonky
Updated .addon tags
Kill Confirmed: Added pickup sound when confirming a kill
Fixed shotgun loadout
Adjust alignment on scoreboard UI
Refactor crosshair system - removed unused code
Adjust right offset in thirdperson
Fixed "object" showing up on usable hint, adjusted glow colors
Disable gunfight trios as a gamemode choice for now
Apply camera fov offset when ads
Added door slam sound, buffed heavy land recovery speed
Fixed Gamemode.AllowMovement not applying to input direction
Store person who last killed you, add payback award (w/ announcer sound)
Adjust 1911 + MP5 materials
Improved viewmodel visual fidelity while sliding
Have to press jump to vault - was causing unintended behavior when dropping down holes
Moved Use to F
Don't use obsolete code for player controller, fixed being able to get stuck when uncrouching
Updated HudHints
Upped duck movement speed
Translate crosshair based on velocity, don't do it if we're sliding
Fix NRE from crosshair when dead
Update to use Input Actions
Added actions for mount, firemode switch
Set height of the player based on their real eye height - means mounting will adjust the player's height incrementally
Decreased delay after sliding for when you can jump
Recompile a bunch of assets
Rip out gunfight mode
Convert CapturePanel to razor
Fix up some obsoletes
Fixed player overriding devcam FOV
.addon -> .sbproj
Event -> GameEvent
Asset compile
Clean up the rest of the obsoletes / warnings
Start working on main menu panel
Added dot mask to action buttons, added ExpandWidget https://files.facepunch.com/tony/1b2611b1/sbox-dev_1kNi6EuthU.png
Full-height friends list widget
Cleanup
Landing page iteration https://files.facepunch.com/tony/1b2611b1/sbox_HbqZgeYZvQ.png
ActionButton: Can define background and blend color
Refresh friends list state every 5s
Add hover / active state to ExpandWidget, only run OnClick if we click the header
ExpandWidget: expanded by default, can set Expanded property to override this
Stub for MatchmakingWidget
MatchmakingWidget: Add finished class
Work on MatchMakerUtility -> look for lobbies that match our gunfight mode, and map selection, then do the same for server list if we can't find any lobbies
Less stylesheet repetition, started work on matchmaker page
Package card
Add package multi-selection
Refactor MatchmakerPage, add PackageList component with multi-select and some extra render fragments
Reset query status just before we find packages
MatchmakingUtility -> MatchmakingSystem, start basic matchmaker and hook MatchmakingWidget up
Add basic loading screen
Lower the search time for now, set the state to "found a match" when we're making a server
Remove unused div
Add GamemodeList component
Start work on GameLobbyPage
Add stupid secret button to make a lobby for now
If we don't find any games matchmaking, make a lobby
GameLobbyPage iteration - show lobby data
Add GamemodeCard
Use GamemodeCard in lobby, as well as PackageCard to show map and mode
Add basic lobby chat
Add Start Match button for host
Fix NRE when exiting lobby
Look for package screenshots and add a background mask in the game lobby page
Use another map for test lobby create
Add intro anim to GameLobbyPage
Made everything a bit less error spammy
Made movement less clunky
Lowered ground friction
Moved Styles folder out of Resource folder
Start ripping out use of <style>, put in scss files
Move GameMenu folder
Add Pause Menu
Use map package data / stats for loading screen https://files.facepunch.com/tony/1b2911b1/sbox-dev_wqOyOwZQQU.png
Edit PauseMenu to let through more of the game screen
Include Styles/* in MenuResources
Store own lobby reference, fix nuances with joining existing lobbies
Add QuickLobbyListWidget which lists a few lobbies and lets you quick-join
Add GunfightLobby wrapper - use lobby networking to communicate ready state to game lobby
GunfightLobby file restructure
Add ready countdown
Add disabled state to ActionButton
https://files.facepunch.com/tony/1b2911b1/sbox-dev_QesIi4Argz.mp4
Theme update
Nav to /lobby when joining through quick-list
Reset TimeSinceSearch if we're directly joining a lobby
Add pretty crappy net message wrapper
NRE fix
Use TypeLibrary to support code-defined weapons on top of weapon defs
Remove debug
Set up Rick's MP5
Use any loadout
Lower the game start timer for now
Prioritize joining active servers before lobbies
Add CompatibleLobby, don't show incompatible lobbies, cleanup
Fix my use of attack_hold
Grab Sandbox's eject brass particle
Change MP5 bob
Hook up "camera" bone offsets
Adjust holster / reload times
Fix old hint
Fix hud marker offset for players
Fix up USP stats
Rename internal name for usp
Update loadouts
Removed old guns
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