branchsbox-boomer/refactorcancel
131 Commits over 31 Days - 0.18cph!
Restored Teleport Volumes, added Point Markers
Restored jump pads to their former glory
Aim Component will also create secondary fire input hint
Revert "Fixed weapon ammo not showing for non-active weapons, don't bother deactivating the components"
This reverts commit aedf1cf1dfbf518334ce3077e8ce0ed69c1672ba.
Introduce includeDisabled param to Weapon.GetComponent, look for disabled Ammo component where needed
Moved KillFeed files into own directory
Add boomer.kill event, send it to everyone when someone gets killed by a player
Add WeaponData.KillMessages, GetRandomKillMessage
Boilerplate Kill Feed components
Upped opacity of unequipped weapons on WeaponList
Set up some kill messages
Reduced mouse delta ui translation significantly, it was making me feel sick
Added player awards, killing sprees https://files.facepunch.com/devultj/1b2311b1/sbox-dev_HUJhvqN9su.jpg
Add player awards UI component
Set fallback award icon, fixed Beyond Godlike not displaying a Description
Fixed weapon ammo not showing for non-active weapons, don't bother deactivating the components
Accumulate mouse delta and translate the game's root panel a little bit https://files.facepunch.com/devultj/1b2311b1/sbox-dev_fPa5hkXL2E.mp4
Simplified InputHint, use InputButton directly instead of Enum.GetValue
Work on WeaponList razor component
Group cooldowns for shoot/secondary shoot mechanic
Added separate jump sound for double jump
Changed slide to be continuous
Add quick cooldown to Slide
Changed slide action to Duck
Removed ISingletonComponent from Shoot
Add SecondaryShoot component, Shotgun uses this. Not a fan of how it's written though
Adjusted player movement, fixed slide sound
Decreased MaxScore for now
Fixed colors not being set via TeamComponent
Basic scoring for TDM
Fixed LastDamage never being set
TDM: Show scores on HUD
Doh, fixed players not being moved to spawnpoints
Chatbox: Use Team color where applicable
Update player list to match style
Chat: Fixed messages without avatars getting squished
Fixed NRE due to chat team check
Moved Camera updates to FrameSimulate, removed unnecessary DevCamera code
Create Gamemode.HudPanel if we have one, start on TDM Hud
New chatbox style https://files.facepunch.com/devultj/1b1611b1/sbox-dev_5C841eKQ0v.mp4
Changed Health / Armor Tick to 1 second instead of half a second
SegmentBar: Individually paint segments based on how far past maximum our current value is https://files.facepunch.com/devultj/1b1611b1/sbox-dev_rQS3FJ3top.png
Slowly Tick Health & Armor down if it's above the maximum
SegmentBars have a "supercharged" state if CurrentValue exceeds MaxValue
Reduced main hud footprint, added dividers - work on matching concept https://files.facepunch.com/devultj/1b1611b1/sbox-dev_56mjVVik7e.jpg
Updated colors to match concept
Set weapon icons, show weapon icon in HUD
Fixed case where you could not damage yourself with Friendly Fire off
Define Base SegmentBar color, use that in Razor to calculate gradients instead of hardcoding colors https://files.facepunch.com/devultj/1b1611b1/sbox-dev_kVh739fF5x.png
There's probably a better way to do this..
Implement SegmentBar component
Example: `<SegmentBar CurrentValue=@Dash.DashCount MaxValue=@Dash.MaxDashes Segments=@Dash.MaxDashes />`
Set up SegmentBars for health, armor, dash count
Temporary display for teams on player list
Return no teams if we've not chosen a gamemdoe
Add support to control friendly fire per-gamemode
Gamemode can provide us with a list of teams. Use it in TeamSystem
Add standard TeamSystem methods, ability to get count of clients + lowest occupied team
Started work on Team Deathmatch
Reduce repetitive code, store current clothing entities and clear them out on setup