userTony Fergusoncancel
branchsbox-boomer/refactorcancel

131 Commits over 31 Days - 0.18cph!

1 Year Ago
PlayerColor affects current clothing, and networks updates properly When TeamComponent's team changes, set the player color if we've got a player to match the team.
1 Year Ago
AllowMovement ignores camera input, so players can still look around if movement is disabled. Don't simulate controller mechanics if movement is disabled
1 Year Ago
Centered the chatbox for now
1 Year Ago
Add temporary gamemode info to the HUD https://files.facepunch.com/devultj/1b1411b1/sbox-dev_k5uR9xA9bd.jpg
1 Year Ago
Prepare TimeLeft / GameState labels for UI
1 Year Ago
Add wait when the game ends, we'll replace this with a map vote task when it exists.
1 Year Ago
Add Deathmatch gamemode
1 Year Ago
Create TeamComponent, Player accessor
1 Year Ago
Hook Gamemode OnPlayerKilled & PostPlayerKilled up - set default life state to Respawning on death Give gamemode spawnpoint decisions Run gamemode buildinput so we can disallow movement at the gamemode level Fixed MoveToSpawnpoint running twice, hook up PlayerLoadout so gamemodes can define custom loadouts Hook up Gamemode.AllowDamage Hook up OnClientJoined, OnClientDisconnected
1 Year Ago
Created Gamemode Entity, initialize gamemode if found / convar is set
1 Year Ago
Fix possible NRE on load
1 Year Ago
Remove InteractionMechanic Add shortcuts to go to specific weapons, (E = Lightning, R = Railgun, F = Rocket Launcher)
1 Year Ago
InputButton.Menu (Q) swaps between current weapon and previous weapon
1 Year Ago
Add support for scrolling to swap weapons, as well as InvPrev/InvNext (gamepad)
1 Year Ago
Set up tags for the outfit so it's grabbed by ragdoll code
1 Year Ago
Give the player the old Boomer outfit
1 Year Ago
Add FOV CameraModifier, used w/ DashMechanic
1 Year Ago
Fixed tracers / impact trails hitting triggers
1 Year Ago
Pull impact trail away from its end position by one unit
1 Year Ago
Set impact trail particle's normal
1 Year Ago
Add ability to disable bullet impacts per-weapon
1 Year Ago
Make sure we're not duplicating the impact trail particle
1 Year Ago
Actually set the impact trail path for Lightning Gun
1 Year Ago
Support impact trails in shoot component https://files.facepunch.com/devultj/1b1011b1/sbox-dev_LJk8SHon6D.mp4
1 Year Ago
Don't inherit original Z velocity when jumping, makes double jump more powerful
1 Year Ago
Sound compiles.. I'm starting to think there's something wrong with them
1 Year Ago
Add GameGlobals, Gravity ConVar
1 Year Ago
Fixed new jump behavior breaking bunny hopping
1 Year Ago
Jump Mechanic defines MaxJumps and tracks jump count. Add "walkmechanic.land" event
1 Year Ago
Can overlay firing sounds, fixed all weapon sounds to match previous game
1 Year Ago
More suitable location for this, fixes projectile weapons not consuming ammo
1 Year Ago
Fixed ammo not being consumed
1 Year Ago
Adjust sniper bob
1 Year Ago
BasePickup can define Model override definable in Hammer Add WeaponPickup with Resource picker
1 Year Ago
Fix AmmoPickup NRE
1 Year Ago
Enable/Disable weapon components when holster/deploying weapon
1 Year Ago
Rewritten shooting mechanic
1 Year Ago
Add Lightning Gun
1 Year Ago
Fix Death NRE
1 Year Ago
Added Tracer particle definition to Primary Fire https://files.facepunch.com/devultj/1b0611b1/sbox-dev_ouUloLSeVu.mp4
1 Year Ago
Set "ducked" tag on player appropriately, don't knockback if crouched
1 Year Ago
Added KnockbackForce to PrimaryFire component https://files.facepunch.com/devultj/1b0511b1/sbox-dev_XzHXA3xpmV.mp4
1 Year Ago
Grenade projectile has a bit of lift when initially spawning
1 Year Ago
Added Sniper/Railgun and Shotgun weapons, and AimFovOffset property
1 Year Ago
Support DevCamera
1 Year Ago
Add DamageModComponent for Players, can scale incoming and outgoing damage Added DamageModPickup
1 Year Ago
Add ArmorComponent, factor it in when taking damage Show Armor on Info
1 Year Ago
Added Armor Pickups Added Health Pickups Added Mega Pickups
1 Year Ago
Fixed dash panel inheriting the same health related classes
1 Year Ago
Don't take ammo pickups if player's ammo is already at capacity