userLayladcancel

7,108 Commits over 3,531 Days - 0.08cph!

6 Years Ago
Add left and right hand socket names to player model. Add Weapon.HideModel and Weapon.AttachToPlayerModel (probably come up with better names)
6 Years Ago
Broadcast weapon drops so the model can be hidden and detached
6 Years Ago
Create player model before giving weapons. Attach weapon world model to player model
6 Years Ago
Hide weapon models on holster. Only give weapon if it's unique
6 Years Ago
Place weapon instead of throwing it if surface is flat and near us
6 Years Ago
Throw weapon with some angular velocity Only play weapon viewmodel sounds if there's an owner
6 Years Ago
Set weapons owner to null on drop
6 Years Ago
Remove weapon from inventory when dropping weapon
6 Years Ago
Have weapon create it's own pickup Throw weapon with some velocity
6 Years Ago
Disable replication on weapon model. Only trigger weapon pickup on server
6 Years Ago
Add view shake to shooter base Allow weapons to update owners view (zoom in and out) Add weapon model entity (weapons world model, client side only) Add virtual OnEquip and OnHolster to BaseWeapon, called on weapon change Play view model animation on equip by default, override Weapon.OnEquip to do something different Add WeaponPickup Give weapon to pickup trigger activator, destroy pickup if activator can put the weapon in their inventory
6 Years Ago
Add thirdperson camera collision back Merge branch 'master' of github.com:Facepunch/SandboxGame
6 Years Ago
Move Gamemode.FindSpawnPoint to Engine addon, no reason to make this an internal function
6 Years Ago
Turn off skeletal animations properly without T-posing it when in ragdoll
6 Years Ago
Only rotate player model with yaw angle when controllable is alive
6 Years Ago
Fix exception in vpk reading
6 Years Ago
Keep reading bsp entity lump if a line fails
6 Years Ago
Remove some uneeded logging
6 Years Ago
View next player if target leaves
6 Years Ago
Add some authority asserts for safety
6 Years Ago
Don't change spectator mode if there's no target. Move spectator to thirdperson camera when switching to null target (no targets left to spectate)
6 Years Ago
Allow spectator movement if there's no target
6 Years Ago
Only use thirdperson camera as spectator if in that mode or target is ragdoll Set spectator view target when target respawns Merge Merge branch 'master' of github.com:Facepunch/SandboxGame
6 Years Ago
Fix weapon viewmodel swinging around when first spectating
6 Years Ago
Don't do spectator eye input when in firstperson mode
6 Years Ago
Only do spectator movement when in free mode
6 Years Ago
Set spectator view target back to itself unless switching to firstperson mode and there's a target, just incase there's a situation where mode is changed from firstperson to free.
6 Years Ago
Add spectator free mode back, move it to where the thirdperson camera would be so it looks like we just detach from the target nice and clean
6 Years Ago
Rename ControllingViewTarget to ControllingTarget to distinguish between the actual view target, target is just a way of player having an entity of interest (example: don't remove ragdoll while player is targeting it)
6 Years Ago
Simplify player spectating by only setting view target server side for firstperson, calculate thirdperson camera client side in OnUpdateView Remove client side thirdperson camera in DeathControllable, calculate view in OnUpdateView instead Player.ViewTarget requires authority Add Player.ControllingViewTarget, override Controllable.GetViewTarget to use it. (This is useful for getting a target entity from local player)
6 Years Ago
Fix Player.Controllable to work both server and client side Spectators target player model if it's in ragdoll mode, switch back when player respawns.
6 Years Ago
Add World.ServerNetworkAddress
6 Years Ago
Safer ragdoll cleanup without using async, only destroy after not being viewed for ragdoll_fade_time Merge branch 'master' of github.com:Facepunch/SandboxGame Merge branch 'master' of github.com:Facepunch/SandboxGame Add Player.ServerIPAddress
6 Years Ago
Cleanup engine base gamemode, only has the bare essentials Add authority only Controllable.SetPositionAndViewAngles to simplfy respawning. Control angles now use angles instead of quaternions.
6 Years Ago
Fix eye roll on remote clients. Punch view on pistol fire animation so remote clients can see it.
6 Years Ago
Switch to spectator free mode on movement input
6 Years Ago
Add entity EyeYaw and EyePitch (EyeRotation.Yaw could be invalid when going from angles to quaternion)
6 Years Ago
Allow player spectate if both viewer and target is on same team (target can't be a spectator) for situations where you want to spectate your team while dead
6 Years Ago
Spectators can cycle through players in reverse
6 Years Ago
Add view punch and eye roll to shooter base (can be disabled with convars)
6 Years Ago
Broadcast pistol bullet fire to everyone else
6 Years Ago
Fix player movement colliding with player model. Add Crosshair
6 Years Ago
ShooterBase: Add player model with ragdolling. Add death target that follows player ragdoll on death. Add ragdoll_fade_time convar Make BaseWeaponControllable damageable, enable player model collision. Auto respawn bots for easier testing
6 Years Ago
Test 8 direction animation blend spaces. Use controllables replicated movement velocity.
6 Years Ago
Remove root motion from smd animations
6 Years Ago
Interpolate remote view rotation
6 Years Ago
Remove replicated eye angles from CharacterControllable
6 Years Ago
Unpack remote view angles back into 0-360 range
6 Years Ago
Rename Controllable.EyeAngles to ControlRotation to avoid confusion between EyeRotation (ControlRotation is authority controller view)
6 Years Ago
Replicate remote controllable view pitch and yaw, Controllable.EyeRotation will use this when not locally controlling or spectating.