2,064 Commits over 944 Days - 0.09cph!
Allow prop spawning without toolgun in inventory
Enable collision on player models so player can take damage
Initialize prop for weapon world models. Define both static and skeletal model for world model props because static is used for pickups
Start viewmodel animation paused so that it doesn't start playing until deployed
Cache asset references with absolute path instead of relative
Append incremental number to duplicate bone names
Calculate fbx bone transforms from skin clusters so that bind pose is correct when there's a built in animation
spas12 prop
Fix steam build compile error maybe
Add mesh rotation model so mesh particles can inherit parent rotation
Add rifle shell casing
Add auto activate to particle system entity
Activate shell casing particle system on eject shell anim event
Add AutoDeactivate to particle system asset
Shell casing particle effect
Allow weapons to register callbacks for viewmodel events
Simulate physics on prop after it has spawned to avoid warnings
Remove gibs asset, use skeletal prop instead
Toolgun view and world props
Fix citizen phys asset
New anim parameter system. Animdef has section for basic param types (int, float, bool, trigger) Anim state machine can define transition rules with conditions.
Make state machine use managed transition rules based on anim params
Add SetAllBodiesSimulatePhysics
Support submeshes on fbx static models
Add material groups to player model definition
Fix complete fuckup of unique material slots
Append submesh index to mesh name to avoid clashes
Remove material name append from mesh name when importing fbx skeletal models
M249 materials
Add MaterialGroup to meshes, build mapping between material group and unique mesh names. Add MaterialGroups section to prop asset so that materials can be applied to a group of submeshes.
Add transform mirror/flip across axis. Mirror fbx skeletal models and animations across Y axis.
Find closest gib to damage location and transfer the force (shooting gibable prop applies force to gib)
Fix repeat weapon firing while still deploying
Add Weapon_M249
Adjust viewmodel swing pitch using vertical player velocity (viewmodel offset when jumping)
Add bob cycle to viewmodel using player movement velocity
Call OnDeploy when weapon becomes active and weapon models have been shown
Forcing anim state now resets asset player time (firing a gun should play attack anim from the start)
Add group to prop asset info. Add group section to prop spawn menu
Add skeletal prop entity. Allow prop spawner to spawn skeletal props
Add Spawnable to PropInfo, clothing are props but we don't care to have them listed in the spawn menu
Add w_m92.prop
Weapon pickup uses static prop entity. Allow gibbing to be disabled on static props (weapon pickups probably shouldn't be gibbable)
Weapon view model uses skeletal prop entity. Add v_m92.prop
Allow prop assets to define an animdef. Add v_m92.animdef
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
Check if save file exists before running loadmap command in playground
Spawn default model for pickup if no prop has been set for it
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
Destroy pickup if weapon is taken, regardless of how much ammo is left inside (misleading to keep a weapon pickup without a weapon)
Fix vitals and ammo counter components. Test m92 weapon hud
Store weapon in pickup entity as classname, ideally weapon entities should always be owned by a player
Destroy dropped weapon now that it doesn't exist inside the pickup entity. Spawn pickup entity at the end of drop to avoid picking it up while still in inventory.
Add a trigger delay to pickups so that dropping on self doesn't trigger a pickup straight away
Toolgun droppable = false
Add optional destroy param to TakeWeaponFromInventory
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
Get rid of weapon definitions in favor of class library attribute (class library has all the info weapons need for spawn menu)
Clear tool list when toolgun isn't in inventory
Give or equip weapon from weapon def when clicking on weapon tile
Check weapon model visibility every tick instead of relying on replicated var changes
Only update toolgun tools when it's the active weapon
Give BaseWeapon PrimitiveDraw and DrawHud virtuals so toolgun can handle gizmo logic
Switch to toolgun before switching tool
Cleanup shooter base code, remove useless shit
Weapon definition asset
Add weapons tab to spawn menu