7,479 Commits over 3,622 Days - 0.09cph!
Attach weapon world model to players hand
Always tick pose and refresh bones
Trace ground client side so players have a valid ground to play footsteps from
Fix bot eye angles (can't use control rotation because bots don't have a controller)
Fix movement input not going in the direction of the player
Cleaned up movement input and eyeAngles so bots can also set them
Run bot movement server side
Make bots run forward to test footstep sounds
Enabled sound attenuation by default. Add PlaySound2D binding. Attenuate non local footsteps. Broadcast player jump sounds.
Made bouncy balls bouncier
Material sprite rendering
Added IsAttachedTo and GetParentOfType to BaseEntity. Fixed #88, Fixed #87, Fixed #81.
Broadcast ball impact sound
Fix ball shadow mesh sizes
Bouncy ball impact sounds
ent use activator is now a controllable
Gave base weapon controllable a way for the server to play a sound for a client
Don't play sound on server
Gave world entity a use function. Give health when ball is used
Fixed CCD getting disabled
Try setting CCD on the client too?
Figuring out why CCD isn't work on dedi
Fix ball shadow mesh scale
See if this fixes balls on dedi
Bouncy balls cast shadows
Fixed bouncy ball collision on client
Fixed clients spawning with incorrect eye angles
Try setting eye angles client side on teleport
Try setting eye angles too
Respawn player with eye angles from the spawn point
Try setting weapon owner to null before dropping
Don't load material dependencies for meshes
Don't set mesh materials on dedicated server
Don't update texture resources on dedicated server (ideally shouldn't load them at all?)
Don't init resources for map
Fixed player footstep sounds not playing for other players (no attenuation yet)
Change Join Server IP (this should be a text box or something)
Fixed dropped weapons using collision on client
Fixed weapon pickup sound
Playing weapon pickup on client
Networked weapon drops
Playing health pickup sound on client