branchsbox-gunfight/maincancel
846 Commits over 639 Days - 0.06cph!
Simulate eyes using real eye height
Remove tactical sprint - made sprint hold, instead of toggle
Don't look for unique loadout in War gamemode
Re-add MP5, adjust base ViewModel FOV
Don't crash the game because we didn't a valid loadout
Configure 1911
Remove screwed up walkbob code
Convert HudHints to razor
Merge 'refactor' into 'main'
Get rid of DuckMechanic bbox testing for now, it's shit
Removed a bunch of old UI elements, fixed up VoiceList so you can tell who's talking
Hide Crosshair while aiming. Group Crosshair with main game HUD elements, so it'll fade out when the game asks.
Don't set vault sound volume
Work in progress UI2 Crosshair replacement
Fixed NRE caused on death from GunfightWeapon.BuildInput
Replicate gunfight_gamemode cvar
Sprint viewbob and start of sliding roll
Allow aiming while crouching, lower the viewmodel a bit while moving
Sliding roll, cooler slide mechanic
Slide sound
Don't sprint while crouching that's silly, and enable firing while sliding
Nice sprint viewmodel bob
Change sliding offsets
ADS should feel instant
Cleanup mechanic, give hint that view changes should be handled by mechanic
Much better vaulting mechanic
Check stuck when activating vaulting, add better checks for that, also dot to movment wish direction (not actual velocity) should be positive to that vector
Slide further if we are aiming down sights, feels much better, also do view offsetting if we are aiming down
Merge pull request #7 from Facepunch/better-feeling-movement
Test above space if the player tries to stop ducking, so they don't get stuck
Interpolate EyeHeight, use EyeHeight when calculating character's BBox. Means players can duck through crawl spaces, windows, etc.
Remove Menu bind for LoadoutSelector
Add jump windup, with first-draft jump camera modifier https://files.facepunch.com/devultj/1b0411b1/sbox-dev_9AKRGnGVGq.mp4
Blend airLerp based on if you're aiming down sights. This still doesn't feel right, though.
Apply yaw / roll offset to viewmodel when walking sideways
Add linear gradient behind buttons on SpawnOverview
Changed Spawn Overview style to match Lewis' concept a bit more
Added CameraModifier.OnRemove
Fixed NRE when suiciding
Added WeaponDefinition.DeployTime, can switch weapon while reloading again
Add a bunch of announcer events for kill streaks / first blood
Conquest: Added an intro sound to when the actual game starts. It might be a little too much.
Add sound when taking bullet damage
Conquest: Add round countdown sound
Add sound for when using the ammo crates
Add scaled heartbeat sound when low on HP, fixed NRE when being murdered by fire
Eliminated extra spread from MP5
Remove lobby state stuff from chatbox, add history
When focusing on capture points, make their markers less intrusive
Adjusted Revolver aim position, the idle animation sucks though
Show glow on usable entities https://files.facepunch.com/devultj/1b3011b1/sbox-dev_9SyivSPkGX.mp4
Scale mouse sensitivity down while aiming down sights
AKM received a small nerf to try to bring it in line with other weapons
Increased F1 FAMAS base damage to match
Doubled R870 damage
Decreased Revolver's fire rate, as right now it's ridiculous
Moved MinimumPlayers into Gamemode, no need to copy/paste this across game-types
Kill sliding effects code as it's shit and barely works
Need 4 people to start Conquest game. Refactor this soon
Removed spawnoverview border