4,119 Commits over 1,127 Days - 0.15cph!
Attempt to make sounds better until get some new ones
Deploy starting weapon when respawning. Don't increase ammo count forever each respawn
Added basic lobby menu to create or join servers
Add temporary kill notification in chat until I sort a killfeed
Respawn
Actually show Kills and Deaths
Add scoreboard with kills/deaths, add ragdoll controller and ragdoll on death. add HUD with ammo count. Add rudimentary crosshair with hitmarker anim.
Add nametag. Configure chat. Add PickupSpawner gizmo stuff
Added pickup system - change the way deploying and holstering works
Add SpawnPointStripper component for when you want to remove all spawnpoints that come with a map
Add crouch support but disable for now. Ensure head doesn't clip through stuff when jumping
Lower sprint speed. Use Killhouse as test map.
Less silly API for one shot particle
Don't always play hitmarker
Add smoke puffs when firing. IHealthComponent. Implement health / damage for players. Network damage. Blood effect
Add ClothingContainer.ApplyWithComponent extension.
PlayerDresser uses ApplyWithComponent
Add WeaponComponent.Initialized - set ModelRenderer OnAwake
Add ClothingComponent - update visibility for head clothing depending on if proxy, set to cast shadows only if not
Add Facepunch.Arena.ChangeAttribute
Remove old WasDeployed OnUpdate check - use ChangeCallback
Be able to get object from CodeGen wrapped prop/method
Added AmmoContainer, ammo system and reload
Cheeky business to hide player's head for owner so it will never clip, but still render full shadow with head
Can use GetAttachment and use muzzle for shoot pos now (thanks layla!)
Added SoundSequenceData resource and SoundSequence class. Add reload sound sequences to USP and MP5.
Add FireSound and DeploySound to WeaponComponent
Add Extensions.GetTemplate for PrefabScene
Kind of better handling of switching weapons on network / mp5 test
Basic spread and recoil, auto fire
Fire Rate, Deploy Time, GiveWeapon, SelectNextWeapon, SelectPreviousWeapon
OneShotParticle extension, WeaponManager to store prefabs
Test weapon networked tracer
Use NetworkSpawn - players now have their own pistol
Add GameObject.NetworkSpawn, obsolete Network.Spawn (redirect)
Fix issues with loading compiled resource json in editor space
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native (#1440)
Load/reload prefabs with SmallNetworkFiles. Read compiled json with c# fs instead of using native
Try to give a starting weapon to test
Test weapon / better camera
Add IsValidType and use that for now instead of IsValueType on the property. Support using `string` for Sync
StyleSheet String Table (#1437)
* Initial commit
* Make it better
* Clear entries in StringTable.Reset
* Remove unused method
* Remove unused using statement
* .scss and .prefab both valid small network files
* Send .prefab_c instead of .prefab
Send .prefab_c instead of .prefab
ActionGraph: Fixed nodes calling methods returning Task<T>
Enable laughter detection on lipsync, add laughter score property
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Get rid of this, I hate it actually, should have a better way
Codegen Engine assemblies (#1438)
Remove unused codegen units
Update CodeGen.Targets
Don't report shutdown exceptions (proper)
New native sentry dsn so we don't get entity branch errors
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Use MakeDirty in a bunch of places, now we can
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Set map physics shapes collider to map collider component so they get collision events
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Initialize material.. but properly this time
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Fix GameObject.Clone not setting parent
Merge branch 'master' into stylesheet-stringtable
.scss and .prefab both valid small network files
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Remove unused using statement