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2,064 Commits over 944 Days - 0.09cph!

6 Years Ago
Allow prop spawning without toolgun in inventory
6 Years Ago
Enable collision on player models so player can take damage
6 Years Ago
Initialize prop for weapon world models. Define both static and skeletal model for world model props because static is used for pickups
6 Years Ago
Start viewmodel animation paused so that it doesn't start playing until deployed
6 Years Ago
Spas12 anim events
6 Years Ago
Cache asset references with absolute path instead of relative
6 Years Ago
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
6 Years Ago
Spas12 assets
6 Years Ago
Oops
6 Years Ago
Fix steam build compile error maybe
6 Years Ago
Add mesh rotation model so mesh particles can inherit parent rotation Add rifle shell casing
6 Years Ago
Add auto activate to particle system entity
6 Years Ago
Activate shell casing particle system on eject shell anim event Add AutoDeactivate to particle system asset
6 Years Ago
Shell casing particle effect
6 Years Ago
Add shell casing assets
6 Years Ago
Allow weapons to register callbacks for viewmodel events
6 Years Ago
Update gamemode template
6 Years Ago
Simulate physics on prop after it has spawned to avoid warnings
6 Years Ago
Remove gibs asset, use skeletal prop instead
6 Years Ago
Toolgun view and world props Fix citizen phys asset
6 Years Ago
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
6 Years Ago
Add SetAllBodiesSimulatePhysics
6 Years Ago
Support submeshes on fbx static models
6 Years Ago
Add material groups to player model definition
6 Years Ago
Fix complete fuckup of unique material slots Append submesh index to mesh name to avoid clashes
6 Years Ago
Remove material name append from mesh name when importing fbx skeletal models
6 Years Ago
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.
6 Years Ago
Add transform mirror/flip across axis. Mirror fbx skeletal models and animations across Y axis.
6 Years Ago
Find closest gib to damage location and transfer the force (shooting gibable prop applies force to gib)
6 Years Ago
Fix repeat weapon firing while still deploying
6 Years Ago
Add Weapon_M249 Adjust viewmodel swing pitch using vertical player velocity (viewmodel offset when jumping) Add bob cycle to viewmodel using player movement velocity
6 Years Ago
Call OnDeploy when weapon becomes active and weapon models have been shown
6 Years Ago
Forcing anim state now resets asset player time (firing a gun should play attack anim from the start)
6 Years Ago
Add "All" prop group
6 Years Ago
Add group to prop asset info. Add group section to prop spawn menu
6 Years Ago
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
6 Years Ago
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
6 Years Ago
Check if save file exists before running loadmap command in playground
6 Years Ago
Spawn default model for pickup if no prop has been set for it
6 Years Ago
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
6 Years Ago
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
6 Years Ago
Destroy pickup if weapon is taken, regardless of how much ammo is left inside (misleading to keep a weapon pickup without a weapon)
6 Years Ago
Fix vitals and ammo counter components. Test m92 weapon hud
6 Years Ago
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
6 Years Ago
Toolgun droppable = false Add optional destroy param to TakeWeaponFromInventory
6 Years Ago
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
6 Years Ago
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
6 Years Ago
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
6 Years Ago
fix weapon tiles
6 Years Ago
Cleanup shooter base code, remove useless shit Weapon definition asset Add weapons tab to spawn menu