4,684 Commits over 976 Days - 0.20cph!
Mechanics can override acceleration
Scale down wish input significantly while sliding
Can't slide/crouch while sliding
Expose HasAnTag accessor
ViewModel move_groundspeed cleared if we have the slide tag
Categorize base mechanic properties
Add Mechanic.ShouldBecomeaActive / Mechanic.ShouldBecomeInactive so mechanics can lock
Add basic sliding mechanic
Mechanic.IsActive is set properly by holding a list of active mechanics between updates
Player controller input refactor, let mechanics interrupt input (sprint dampening left-right movement)
Refactor, mechanics have tags which are cleared every frame, move sprint to a mechanic
Update DamageInfo
Work on getting camera bone animating for viewmodel
Block out player controller mechanics, eye height override, speed override, etc
Add muzzle flash prefab & util timed destroy component
Link weapon and its viewmodel properly, create some prefabs for the MP5
Fix ironsights, make aimray start a bit out from the player for now
Fix SceneTrace.WithAnyTags using WithAllTags
Fix NRE
Add basic ammo container / dry firing
Add PlayerController.AddJump action, hook up b_grounded parameter
Temporary ADS solution
Hook in animation parameters where possible
Block out damage
Documentation, add tags to DamageInfo, hook into weapon shooting
Quick and nasty health component
Don't create a health component when checking any GameObject's health
Recompile smg1_shoot sound
Mess with networking, make a lobby immediately if not connected
Add GameNetworkManager.IsMultiplayer
Rename CitizenAnimationHelper so we don't clash with base
Add CameraController.AimRay
Update API
Use GameObjects for muzzle flash / trail, add some shooting functionality, EffectsRenderer that points to a ViewModel if we have one
Assign CurrentHoldType from character's enabled weapon object
Block out weapon abilities
If we're hiding the player's body, continue to render its shadows
Remove ununsed code, fix lighting on main scene
Update .gitignore
Missed out a few files from my backup that were old, should be good now
Re-added missing files that were for some reason plain LFS text
Delete model viewer
Re-add model viewer
Fixed aoproxy crash when changing model
Don't render AO proxies if we're not casting shadows
Add property to ModelRenderer to configure shadow rendering https://files.facepunch.com/devultj/1b1811b1/sbox_DopEMn3tD5.mp4
Pass tags to envmap probes in prep for having control over them
Make sure to pass tags to light SceneObjects
Give SceneCameras created by CameraComponent a name (derived from its GameObject)
Fix row spacing for ListView using ItemAlign.SpaceBetween when item count is 1
Don't use hardcoded ground angle
Revert "Don't use LFS for code", causing issues because of all of these existing files
Set up using viewmodel camera layer
Scene view falls back to a set background color if we don't have a camera (and gives prefab editor a standard look)
Fixed all treeviews being broken :dizzy_face:
Fixed DecalRenderer not creating its sceneobject when created programmatically
Clamp SceneCamera.Rect input so we can't crash the game
Clamp camera width and height to always be non-zero to prevent crashing
VectorControlWidget can pass RangeAttribute details to its fields
CameraComponent.Viewport type change, use RangeAttribute to clamp in UI https://files.facepunch.com/tony/1b1411b1/sbox_g6X5TNg4fQ.png
Scene: add GameObject and Component querying to hierarchy
- GameObject querying uses Contains
- Component querying requires a full type match
https://files.facepunch.com/tony/1b1411b1/sbox_XIfJhgo8Sb.mp4
Added multiple camera rendering support and exposed camera viewports
- Added CameraComponent properties
- CameraComponent.Priority
- CameraComponent.Viewport
https://files.facepunch.com/tony/1b1311b1/sbox_hUq2v5P1Zx.mp4