2,064 Commits over 944 Days - 0.09cph!
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
Fixed death camera incorrect initial rotation on server
Networked DeathControllable and fixed client spawning
Removed hard coded eye angle replication
Added Replicates property to BaseEntity to disable collision capsule replication (they are spawned locally)
Fixed player eye angles and velocity replication
Fixed eye angles replication to server. Fixed clients player models not rotating on server. Fixed player movement ground detection with low fps.
Networking client side player movement by relaying it to server
Playing player model skeletal anim nodes on both client and server
Using OnChanged event for swapping viewmodel and thirdperson camera setup. Fixed PlayerTick exception. Temp fix for OnPossess.
Added OnChange to ReplicateAttribute. Temp fix for showing viewmodel on client spawn. Temp fix for thirdperson camera on clients.
Spawning viewmodel and cameras client side only. Fixed clients not attaching viewmodel to camera on possess.
Temp fix for RpcHandler (Sometimes ID is not unique between addons)
Player ignores weapon mesh pickup collision
Queue up bullet damages and apply once. Shotgun spread. Hit dings
Bind collision profiles so weapon traces can ignore player capsule. Applying bullet forces to hitboxes
Added BaseEntity.IsChildOf and BaseEntity.GetOwnerOfType, useful for finding the first owner in the hierarchy of a specific type (trace hitting the mesh of the player)
Bind collision channels
Fixed null pointer exceptions when killing a deathmatch controllable without a player
Fix annoying no joint created warning when ragdolling
Despawn uncontrolled corpses after delay
Shape sweeps ignore attached actors of ignored actor, fixes thirdperson camera.
Line trace ignores attached actors of specified ignore actor. Fixed health pickup mesh in wrong position.
Fix weapon and health pickups
Fix getting stuck in walls
Better solution for using collision entities for controllables movement
Fixed player movement getting stuck on walls
Added HealthPickup
Test gamemode cleanup
Allow controllable to use separate entities for collision
Fixed weapon pickup weirdness when dropping on self. Weapon throwing inherits players velocity
Testing weapon drops/pickups, not perfect
Sphere, box, capsule collision shape entities used for triggers
Click to respawn, added get first and random spawn point
Controllables can change the size of their collision capsule