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2,064 Commits over 944 Days - 0.09cph!
Functional health charger
Health charger gives health and takes 30 seconds to recharge
Play death flatline sound in 2d for local player death
env_sound
Merge branch 'master' of SandboxGame
Base hl1 func and item pickup entities
item_healthpack respawns after 30 seconds, plays respawn sound
Disable lod on weapon world models. Don't let a null entity trigger a pickup.
Oops
Inventroy package has physics
Pistol and mp5 viewmodel assets. Fixed skeletal mesh entity adding anim sets when it should be replacing.
Merge branch 'master' of SandboxGame
Deathmatch player has base fov of 120 because it's not an fps if it's below 120
Inventory package takes players ammo inventory. Ammo is added to players ammo inventory when package is picked up.
Radial explosion force
Merge branch 'master' of SandboxGame
Picking up packages takes ammo from weapons if there's already the same weapon in your inventory
Teleporting entities resets the interpolation state. Probably not 100% reliable.
Replicate collision profile
Helps if i actually used ReplicatedUsing
Disable LOD on package model
Replicate CollisionEnabled
Replicating sphere entity radius
Fixed inventory package not giving weapons to player
Added hit ding sound limiter
Broadcast world impacts so everyone can see them. Broadcast bleeding. Fixed entities not receiving world impacts (was this intended?) Added back shotgun viewmodel fire sound and broadcasting shoot so other people can hear it.
Added experimental SetBoneModifyTransform
Bind camera updating. Added view rolling.
Shotgun viewmodel reload anim and sound triggers
Try to give weapons to player when picking up inventory package (no ammo yet)
Should be able to pickup inventory package now
Players drop inventory package on death
Add DropInventory
Merge branch 'master' of SandboxGame
Add BasePickupEntity
Bouncy ball impact sound uses SpawnSoundAttached
Fixed player suicide. Don't award a kill for killing ourselves.
Sound occlusion. Play bullet impact sounds slightly in front of the impact normal.
Fixed sprite and brush models culling when occluded with custom depth enabled
Trans map surfaces generate double sided collisions. AssetCache++
Possible fix for hl1 brush models in incorrect location in multiplayer
Fixed glass material not rendering to custom depth buffer
Fixed more prop materials
Fix props material dependencies
Missing change in last commit
Missing shotgun viewmodel materials. Meshes look for material dependencies in any addons.
fuck
Rails and ladders use masked material
Materials can now use material instances as parents. Added Masked and Translucent versions of default lit. Fixed glass not using a two sided material on datacore.