3,308 Commits over 944 Days - 0.15cph!
Make grenade throw more powerful the longer fire is held
Add test explosion effect. Add Weapon.Droppable
Add TakeWeaponFromInventory, take and destroy grenade weapon when ran out of grenades, switch to next weapon in inventory.
Shake view on explosion
Grenade impact sounds
Add consumable weapon and throwable weapon. Add grenades.
Add cancel button to team selection
Add fire duration, don't reload while still firing
Play clip empty sound on dry fire
Add convar vm_righthand
Broadcast register damage through hud so spectators can also know about it
Add damage dealt sounds
Add Ammo.MaxCount and Ammo.Fill
Weapon.EmitSound can choose to only play on the view target (for viewmodels)
Try reloading when clip is empty
Weapon reloading
Start reloading animation when reloading state is replicated
Move ICanBeDamaged to engine addon, no reason to make this internal
Weapon prediction and client side hit reg (can trust clients in internal playtests)
Display target info for 500ms after target is no longer in view
Show target info while in free mode spectator. Ignore penetrations on thirdperson death camera, fixes camera clipping when ragdoll hits surface at high speeds.
Add num slots to team info
Get player count for team. Disable team selection button if already on team or team is full
Cache player start entities on map load to avoid finding them every respawn
Refuse change team if already on that team
Don't bother asking server to change teams if already on that team to save a rpc
Add orbit camera scrolling to spectator
Add Entity.OnOwnerReplicated so don't need to check for weapon model attach every tick
Send weapon inputs to server
Ensure active weapon model is attached to player model (sometimes active weapon replicates before weapon owner)
Client side death sound
Attempt to sync bullet impacts on client side ragdoll when owner dies
Only add bullet impact forces to authoritative entities
Controllable interp uses EnableInterpolation convar
Create player model also on server so it can trace the hitboxes
Fix more NRE's on dedicated server
Make extra sure weapons are shown/hidden when they should be. Fix weapon NRE's on dedicated server
Add dof method bindings (bokeh, gaussian, circle)
Add depth of field post process bindings
Emit weapon sounds with no attenuation when local view target is the owner, otherwise emit from the weapons world model
Only burst fire with glock if it has 3 or more bullets
Give ammo to base weapon controllable, show total ammo count on hud
Fix OnPhysicsCollide callback
Add PhysicsCollideInfo.CalculateImpactSpeed
Increment kills/deaths counter
Add projectile weapon and weapon types
Add scoreboard to shooterbase
Add ammo counter hud, also shows for spectator target
Add optional channel byte to text chat so gamemodes can support team chat etc
Add team color to team info. Color name in chat with team color.
Clear active weapon on drop just incase there's no other weapon to switch to
Better impact speed detection, play impact sound volume depending on speed
Add zooming and roll to camera controllable, left click to take screenshot
Add CameraControllable, Add World.DeltaTimeUnscaled
Use date and time for screenshot filenames
Better ragdoll impact sounds, play harder sound depending on impact speed
Add ragdoll impact sounds
Change global pitch modulation with timescale command
Only focus highlight pickups if the local view target is a weapon controllable