userLayladcancel

7,538 Commits over 3,712 Days - 0.08cph!

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)
7 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)
7 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.
7 Years Ago
Add World.ServerNetworkAddress
7 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
7 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.
7 Years Ago
Fix eye roll on remote clients. Punch view on pistol fire animation so remote clients can see it.
7 Years Ago
Switch to spectator free mode on movement input
7 Years Ago
Add entity EyeYaw and EyePitch (EyeRotation.Yaw could be invalid when going from angles to quaternion)
7 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
7 Years Ago
Spectators can cycle through players in reverse
7 Years Ago
Add view punch and eye roll to shooter base (can be disabled with convars)
7 Years Ago
Broadcast pistol bullet fire to everyone else
7 Years Ago
Fix player movement colliding with player model. Add Crosshair
7 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
7 Years Ago
Test 8 direction animation blend spaces. Use controllables replicated movement velocity.
7 Years Ago
Remove root motion from smd animations
7 Years Ago
Interpolate remote view rotation
7 Years Ago
Remove replicated eye angles from CharacterControllable
7 Years Ago
Unpack remote view angles back into 0-360 range
7 Years Ago
Rename Controllable.EyeAngles to ControlRotation to avoid confusion between EyeRotation (ControlRotation is authority controller view)
7 Years Ago
Replicate remote controllable view pitch and yaw, Controllable.EyeRotation will use this when not locally controlling or spectating.
7 Years Ago
Add Weapon.ViewModelOffset
7 Years Ago
Only calculate viewmodel swing if the local player is viewing the weapons owner
7 Years Ago
Assign bot player id to avoid assert
7 Years Ago
Add Player.IsBot. Add bot names.
7 Years Ago
Fix spectator camera collision ignoring the wrong entity
7 Years Ago
Cycle through players and spectator modes (free, 1p, 3p)
7 Years Ago
Remove unused WebAssets addon dependencies
7 Years Ago
Fix spring arm camera collision when parent is a controllable
7 Years Ago
Add third person spectating
7 Years Ago
Don't allow spectators to spectate other spectators. Fix view location offset when spectating people in first person. Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Update big clit terry player model
7 Years Ago
Preserve skeletal mesh material slots even when mesh material is null. Add little naked man player model.
7 Years Ago
Experiment with bot spawning. Fix weapon view model swinging around when switching spectator target by using the controllable eye angles instead of view model.
7 Years Ago
Add AllowPlayerSpectate and GetNextViewablePlayer
7 Years Ago
Testing first person spectating. Add Player.Authority. Ensure Player.ViewTarget can only be set when authority is true.
7 Years Ago
ShooterBase async player respawn later with cancellation token
7 Years Ago
Fix animation events with zero trigger offset not playing. Specify animation event trigger with frame time.
7 Years Ago
Fix Controllable.OnUpdateView to update view target instead of players current controllable.
7 Years Ago
Add draw anim event to glock
7 Years Ago
Create a view model entity per weapon, i feel this is better than changing models every weapon switch. Remove Controllable.AttachEntityToCamera in favor of Player.AttachEntityToCamera, camera view is a player controller concept, not pawns.