1,928 Commits over 913 Days - 0.09cph!
Turn prediction off on projectiles
Will take a bit of exercise to make these things lag free, just smooth em out and rid of console spam for now
Don't add weapon to inventory if you already have one
Fix ammo not getting picked up
Update .addon
Assets
Remove deprecated
Move Zoomed to base weapon, easily set which weapons can zoom
Lerp FoV when you zoom in with weapon
Adjust sensitivity accurately to field of view
Stop lightning effect & sound when lightning gun gets put away
GiveAll adds lightning ammo too
Update lightning effect on frame so it doesn't lag behind in motion
Railgun increments instead of stomping player's velocity
Grenade explosion force affects player
Tighten up camera lerp
Lerp ViewModel's target position too so it doesn't clip camera when sliding
Allow jumping out of a slide
Fix ledge grab sometimes putting player through ceilings
Easily set move speed per weapon
Fix .addon's Resources path
Be sure to give player the desired weapons on setup
DebugOverlay's ComboBox remembers its selection after a hotload
Rename GroundDash to Dash, Dash handles both air and ground. Remove AirDash
Motion blur when dashing
Dash brightness & blur along parabola curve
Stop rocket trail sound on destroyed
Fixes error where a local addon's meta won't deserialize strings to enums
Add back pawn's hud rendering
Better way to check if player is dashing, to disable bob
Disable footsteps and bob when walking/sliding
DebugOverlay for entities
Bit of cleaning
Bit of cleaning
DeathmatchPlayer -> BoomerPlayer
Minor changes
Frequently update player's path in case grid occupancy changes
Just remove agent from grid before calculating its path
Reduce leniency of line of sight for more accurate local avoidance
Disable diagonals in search, not really needed with path simplification
Pass agent id of agent requesting path so it doesn't try to navigate around itself
Navigation agent can be stopped, stop monster when its close enough to attack
Agent occupy space on the grid, that space becomes unwalkable
Spawn a monster in every room
Move monsters with nav agent
Find nearest walkable if destination isn't
Skip pathing calculation if we have line of sight to destination
Draw agent path in navigation overlay
Fine tuning
Line of sight path simplification
NavigationAgent component - calculate path and move along
Forgive starting point being in unwalkable node
Swap previous player controller for nav agent
Basic A* pathing for generated dungeons
Include diagonals in search
Reduce allocations and cpu time
Remove some debug stuff
Draw world debug stuff in overlay
Navigation grid generation
Debug overlay for nav grid
Fix ../'s in scss paths causing hotloads to fail
Fix typo
Killed transitions jump to final state before being removed
Supply correct dimension and shorthand for background-size transitions
Add transition for background-position
Adjust monster appearance a bit
Basic state handling for chasing and attacking a player
Basic monster animations
Player looks ready to fight monsters
Don't allow punching when dead
Light and camera adjustments
Pointer events visible
Simple entity state machine
Basic monster
Add glow to hovered/targetted monsters
Darken environment, spawn a light in the center of each room
Remove unused
Rebuild mesh once at end
Server generates wall/floor mesh as well
Player collides with dungeon walls
Fix nre
More UI cleanup, separating gamemode specific elements and utilizing templates over c#
Tag ui refactor
Add basic hud
Basic wasd controller
Player animator component
Cleanup, hide debug draw behind cvar
Fix a simple dungeon with start/end/loot/boss rooms
Spawn player in start room