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7,479 Commits over 3,622 Days - 0.09cph!

7 Years Ago
Add Q quick weapon switch
7 Years Ago
Add BaseWeapon.EquipDuration
7 Years Ago
Replicate Weapon.IsActiveWeapon to control visibility and equip/holster events instead of multicast rpc (shouldn't use rpc for persistent state)
7 Years Ago
Move AutoKeyedDictionary to Engine addon
7 Years Ago
Remove gamemode player join team accept/refuse and use callbacks in Player.JoinTeam instead. Close team selection hud on accepted callback.
7 Years Ago
Add Gamemode.OnPlayerJoinTeamRefused Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Gamemode.FindSpawnPoint takes player arg so gamemodes can choose different spawn points depending on team etc
7 Years Ago
Allow spectator team on hud
7 Years Ago
Hook up team selection hud to Player.JoinTeam
7 Years Ago
Compile fix
7 Years Ago
Add Player.JoinTeam and Gamemode.OnPlayerJoinTeam (it's up to gamemodes to allow the team join or not)
7 Years Ago
Make characters walk around in circles when not controlled or controlled by bot
7 Years Ago
Take damage from phys collide
7 Years Ago
Add shotgun Transfer player velocity to weapon throw
7 Years Ago
Add fov command (110 fov club)
7 Years Ago
Fix post process entities for 4.19, hardcode outline material blendable for now. Add outline when looking at weapon pickups.
7 Years Ago
Use pickup mesh bounds to place weapon center
7 Years Ago
Pick up weapon with use key for when not touching pickup trigger
7 Years Ago
Add entry state name to anim state machine, use the first added state by default (fixes view models showing idle for a frame when equipping sometimes)
7 Years Ago
Only play weapon view model animation when weapon is active
7 Years Ago
Add weapon switching and weapon selection Hud. Add give_weapon command. Add Entity.ClassName. Weapon world and view models hidden by default. Run character controllable physics on server when no player or player is a bot.
7 Years Ago
Add left and right hand socket names to player model. Add Weapon.HideModel and Weapon.AttachToPlayerModel (probably come up with better names)
7 Years Ago
Broadcast weapon drops so the model can be hidden and detached
7 Years Ago
Create player model before giving weapons. Attach weapon world model to player model
7 Years Ago
Hide weapon models on holster. Only give weapon if it's unique
7 Years Ago
Place weapon instead of throwing it if surface is flat and near us
7 Years Ago
Throw weapon with some angular velocity Only play weapon viewmodel sounds if there's an owner
7 Years Ago
Set weapons owner to null on drop
7 Years Ago
Remove weapon from inventory when dropping weapon
7 Years Ago
Have weapon create it's own pickup Throw weapon with some velocity
7 Years Ago
Disable replication on weapon model. Only trigger weapon pickup on server
7 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
7 Years Ago
Add thirdperson camera collision back Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Move Gamemode.FindSpawnPoint to Engine addon, no reason to make this an internal function
7 Years Ago
Turn off skeletal animations properly without T-posing it when in ragdoll
7 Years Ago
Only rotate player model with yaw angle when controllable is alive
7 Years Ago
Fix exception in vpk reading
7 Years Ago
Keep reading bsp entity lump if a line fails
7 Years Ago
Remove some uneeded logging
7 Years Ago
View next player if target leaves
7 Years Ago
Add some authority asserts for safety
7 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)
7 Years Ago
Allow spectator movement if there's no target
7 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
7 Years Ago
Fix weapon viewmodel swinging around when first spectating
7 Years Ago
Don't do spectator eye input when in firstperson mode
7 Years Ago
Only do spectator movement when in free mode
7 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.
7 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
7 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)