496 Commits over 334 Days - 0.06cph!
Fix SatchelChargeWeapon NRE
Scoreboard.OnPlayerClick safety
Add gameplay prefabs to gameobject create menu
PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled
Stub out ISceneUndoScope for hammer sessions instead of throwing everytime we try to interact with a gameobject
Hammer: can create GameObject under mouse via right click menu
Add Popup PositionMode.UnderMouse
Adjust damage indicator, bin the vtex
Tweak hud element layout when scaling
Interactable scoreboard, player popup with social options
Comical crossbow impact sound
Prevent auto-switching away from weapons in use (cooking grenade, charging gluon, etc)
Gauss gibs when charged up (dealing > 70 dmg)
Draw radial damage indicators with a single textured quad
Add HudPainter.DrawTexture
Looks like Player.Controller is sometimes null, try to catch more info as to why
Network crossbow explosive bolt fx
Fix crossbow scope tunnel vision, move to command list, draw under hud
Enable trigger collisions between playercontroller and projectile
Fix wrong transform on crossbow stuck bolt
Ping is in ms now
Let us do custom tags for damage traces, make gluon gib
Make explosives great again, only let map geometry block our los trace
who left this here
Fix localised damage (restore playercontroller tag and rules for player colliders)
Adjust crossbow explosion fx positioning
Zoom crossbow scope a bit more
Call rpg ammo Rockets
Crossbow: shooting while aiming does a raycast attack
Crossbow: primary bolt is explosive
Sparky bolt impact
Smaller explosion for crossbow bolts
Crossbow: decrease time between shots, use clips
Scale sensitivity when zooming crossbow proportionally
Use same autoreload/dryfire logic everywhere
who left this here
SwitchAway avoids empty weapons
Play Map via context menu will play/launch the map in the startup scene
Hornet: decrease lifetime (4 -> 3) and damage (16 -> 10), make targeting more direct (avoid orbiting), fish die/munch sounds, fish are killable!
Fix gluon splash damage not being attributed to the killer
Increase nametag panel size, text-overflow
Move killfeed further up
Use vertical fov
Scale hud for screensize
Position chat consistently
Gluon beam does splash damage
Trigger network refresh when taking pickup
Scene Hierarchy: id: token to find object by its id
Move shot tracers to separate event, only do those for ranged attacks not melee or projectiles etc
Give IWeaponEvents more eventy names
Make grenade trails look not like fishes
Fix mp5 grenades on a wonk
Autoswitch will also trigger if you've just picked up ammo from a coffin/weapon pickup
Stop giving more ammo than we're meant to for clipless weapon pickups
Don't autoswitch to a weapon we've got no ammo for
PlayerController: accumulate fall distance based on actual distance travelled
Player.EquipBestWeapon won't switch away from the equipped if it's the best
Destroy our existing corpse object not the component
IKillIcon for mp5 explosives
Fix ShouldSwitchWeapon NRE
Satchel Charge: discard TriggerExplode if the player's already dead
Fall damage killfeed icon
Log on fall damage
Append any damage tags to kill message logs
Adjust tripmine damage falloff a bit
Tripmine/grenades switch away when you've used the last one
Make sure we're still sending these reliably
Always show pickup notices, use different message format for throwables etc
Pretty up ammo display names
Move Take to PlayerInventory, use same feedback pickup events as fresh pickups
Don't try to do killfeed on dedicated server
Discard ThrowProjectile if the player's already dead
Tag projectiles, explosions, damage with the instigating playerId so dead/respawned players can still get their kills
Spawn tripmines on host
Trigger IPlayerEvent.OnSuicide in all cases
Left in debug line oops
Make damage event flow more explicit with correct damage values, keep DamageInfo on server
Network tripmine explosions!
GameManager.OnDeath safety
Damage types should be tags
Resolve CloudAssetProvider paths when compiling archive on client
Shooting a tripmine will pass thru the gun as the weapon
Fully populate TraceAttackInfo where we can, fix origin/position being backwards
Do blood splatter on damage, gib
Reparent blood_explosion so DestroyAfterSeconds removes the whole object
Missing pickup sound on gauss ammo
Hornet tweaks
- increase damage, lifetime, detection radius
- decrease speed (except alt fire), fire rate
- idle swim behaviour
Crossbow pickup gives you the crossbow, up starting ammo
Build killfeed entries thru code, show icons for headshots
Killfeed suicide icon
Killfeed explosion icon
Swap some weapon icons for consistency/readability
Health/armour pickup sfx
Don't spatialise our pickup sounds
Add Explosion.SpawnEffect
Give all explosions scorchmark decals, triplanar mapping
Add cleardecals cmd
Crank up gluon beam damage, do first inflict tick immediately