branchsbox-boomer/refactorcancel
131 Commits over 31 Days - 0.18cph!
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.
AllowMovement ignores camera input, so players can still look around if movement is disabled.
Don't simulate controller mechanics if movement is disabled
Centered the chatbox for now
Add temporary gamemode info to the HUD https://files.facepunch.com/devultj/1b1411b1/sbox-dev_k5uR9xA9bd.jpg
Prepare TimeLeft / GameState labels for UI
Add wait when the game ends, we'll replace this with a map vote task when it exists.
Create TeamComponent, Player accessor
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
Created Gamemode Entity, initialize gamemode if found / convar is set
Remove InteractionMechanic
Add shortcuts to go to specific weapons, (E = Lightning, R = Railgun, F = Rocket Launcher)
InputButton.Menu (Q) swaps between current weapon and previous weapon
Add support for scrolling to swap weapons, as well as InvPrev/InvNext (gamepad)
Set up tags for the outfit so it's grabbed by ragdoll code
Give the player the old Boomer outfit
Add FOV CameraModifier, used w/ DashMechanic
Fixed tracers / impact trails hitting triggers
Pull impact trail away from its end position by one unit
Set impact trail particle's normal
Add ability to disable bullet impacts per-weapon
Make sure we're not duplicating the impact trail particle
Actually set the impact trail path for Lightning Gun
Support impact trails in shoot component https://files.facepunch.com/devultj/1b1011b1/sbox-dev_LJk8SHon6D.mp4
Don't inherit original Z velocity when jumping, makes double jump more powerful
Sound compiles.. I'm starting to think there's something wrong with them
Add GameGlobals, Gravity ConVar
Fixed new jump behavior breaking bunny hopping
Jump Mechanic defines MaxJumps and tracks jump count. Add "walkmechanic.land" event
Can overlay firing sounds, fixed all weapon sounds to match previous game
More suitable location for this, fixes projectile weapons not consuming ammo
Fixed ammo not being consumed
BasePickup can define Model override definable in Hammer
Add WeaponPickup with Resource picker
Enable/Disable weapon components when holster/deploying weapon
Rewritten shooting mechanic
Added Tracer particle definition to Primary Fire https://files.facepunch.com/devultj/1b0611b1/sbox-dev_ouUloLSeVu.mp4
Set "ducked" tag on player appropriately, don't knockback if crouched
Added KnockbackForce to PrimaryFire component https://files.facepunch.com/devultj/1b0511b1/sbox-dev_XzHXA3xpmV.mp4
Grenade projectile has a bit of lift when initially spawning
Added Sniper/Railgun and Shotgun weapons, and AimFovOffset property
Add DamageModComponent for Players, can scale incoming and outgoing damage
Added DamageModPickup
Add ArmorComponent, factor it in when taking damage
Show Armor on Info
Added Armor Pickups
Added Health Pickups
Added Mega Pickups
Fixed dash panel inheriting the same health related classes
Don't take ammo pickups if player's ammo is already at capacity