298 Commits over 396 Days - 0.03cph!
Simulate projectiles lag compensated, before owning player moves
Add damage falloff curve for scaling damage / force over distance
Projectiles can have SelfDamageScale of 0, to completely disable self-damage
Fixed Projectiles passing through players, added NoDeleteOnExplode, added nail projectile for nailgun
Trace the Owner's AimRay when placing projectiles, so they don't go through geometry if against a wall
Give all weapons to players for now
Added Grenade Launcher, Rocket Launcher, Rocket Projectile - apply impulse for rocket jumping, add SelfDamageScale
Add basic manual physics for projectiles
Add a few more fields to Projectile Data, including ExplodeHitTags
Primary Fire module can define a projectile, projectiles setup from data, next up physics
Upped base gravity & jump power
Start designing Projectiles
Remove aim module from nailgun
Removed rust weapons, add nailgun to start
Boomer Refactor started based on FPS template
Moved where weapon FOV adjustments get set, removed another point where Viewmodel FOV was being set
Tentative fix for camera fov being applied wrongly applied on other clients
Use s&box preference for FOV, don't switch space to vertical
Boomer compiles again, crosshairs are temporarily gone, as is score submission and a specific DebugOverlay
Killed obsolete hitbox code, replaced with hitbox tags
Set random player color on player ctor, should fix strange color mismatching
Added Client.IsFriend
Make sure IsTeamPlayEnabled doesn't error out
Add entity hudmarker system
Hook up hudmarker to players, only applicable in team play
Merge branch 'main' of sbox-boomer
Only display damage / armor hints if the damage was inflicted
Fixed up friendly fire damage expression to also cover invalid attacker
Don't try to evaluate friendly fire if the attacker is us
Fix Enum.TryParse compiler error
Temporary way to sort by team in the scoreboard
Start work on Teams, Team Manager
Add TeamComponent, Client.GetTeam, Client.SetTeam
Set up team where needed on client join / left, inform team component of team changes.
Gamemodes can define their own team sorting. This might not be needed.
Add Friendly Fire convar, checks teams on damage
Only check for friendly fire if team play is enabled
Add Friendly Fire to lobby settings
Set up player colors to match their team if applicable
Forgot to rename these
Set Pawn before player.Respawn, fixed team balancer
Temporary way to sort by team in the scoreboard
Set Pawn before player.Respawn, fixed team balancer
Set up player colors to match their team if applicable
Add Friendly Fire to lobby settings
Only check for friendly fire if team play is enabled
Add Friendly Fire convar, checks teams on damage
Gamemodes can define their own team sorting. This might not be needed.
Set up team where needed on client join / left, inform team component of team changes.
Add TeamComponent, Client.GetTeam, Client.SetTeam
Start work on Teams, Team Manager
Respawn Timer Particle
Merge branch 'main' into pickups
Rename RespawnImmediately to SpawnImmediate - fix draw on startup
Re-enable if Disabled = false, disallow pickup
Added BasePickup.Disabled
Armor pickup feed message uses armor granted value
Refactor Ammo pickups to use BasePickup
Add BasePickup.OnPickupAction, delete armor pickups when they're used if dropped by a player