875 Commits over 639 Days - 0.06cph!
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
Can only bash down doors if it's closed / closing
Upped slide camera strength
Upped walk bob, scaled walk bob down if sliding
Trying to find out why ADS is laggy at high ping
When looking at the sky / the ground, ViewModel rotation offset gets disabled when aiming
Fixed ViewModel avoidance trace hitting world triggers
Fixed bounds calculation for GunfightSpawnVolume
Cleaned up loadout randomization
Fixed default match loadout never being set
Unfucked spawn volumes, fixed death cam
Can't deploy on Capturing / Contested spawn points
Oh, this is why loadouts weren't working on Conquest. They weren't being given to the player..
Work on Deployment UI https://files.facepunch.com/devultj/1b2811b1/sbox-dev_EaNYXSO6zP.mp4
Disable the spawnpoint button entirely when hint is there
Override dead state flow in Conquest
Add PlayerTransition camera modifier to Lerp from Overview to player's eyes (first pass)
Add deploy / loadout menu actions to SpawnOverview screen https://files.facepunch.com/devultj/1b2811b1/sbox-dev_sEeuKQLekR.png
Can ask to spawn at specific spawnpoints. Add GunfightSpawnVolume
Spawn at random point within spawn volume
Spawn volumes have a higher spawn priority (when picking from the spawn pool)
Only allow to spawn at valid spawn points
Refactor SpawnOption to hold no functionality, SpawnOverview handles onclick and decision-making
Fix NRE
Add GunfightSpawnVolume.IsBase, show "Friendly|Enemy Base" on deployment screen if set to true.
Fixed style for non-primary buttons in spawnoverview
Fixed style for non-primary buttons in spawnoverview
Add GunfightSpawnVolume.IsBase, show "Friendly|Enemy Base" on deployment screen if set to true.
Refactor SpawnOption to hold no functionality, SpawnOverview handles onclick and decision-making
Only allow to spawn at valid spawn points
Spawn volumes have a higher spawn priority (when picking from the spawn pool)
Spawn at random point within spawn volume
Can ask to spawn at specific spawnpoints. Add GunfightSpawnVolume
Add deploy / loadout menu actions to SpawnOverview screen https://files.facepunch.com/devultj/1b2811b1/sbox-dev_sEeuKQLekR.png
Add PlayerTransition camera modifier to Lerp from Overview to player's eyes (first pass)
Override dead state flow in Conquest
Disable the spawnpoint button entirely when hint is there
Work on Deployment UI https://files.facepunch.com/devultj/1b2811b1/sbox-dev_EaNYXSO6zP.mp4
Added GunfightCamera.CameraOverride
Add quick and nasty hint display
Messed with AKM recoil some more
Messed with MP5 recoil also
Reduced TTK for most weapons (1911 Damage 18->25, AKM Damage 16->23, FAMAS Damage 12->18, MP5 Damage 13-17, Revolver 40->52)
Removed FireMode hint until I figure out a better way to show it
Proper style for "CAPTURED POINT" https://files.facepunch.com/devultj/1b2811b1/sbox-dev_HWwgn4lRZh.png
Let CapturePoints component know about flag captures, display it under the capture point list
Fixed shitty alignment for capturepoints
Add progress bar to capture points
When entering a capture point, set the player's location to it (for HUD visuals)
Add CapturePoint razor component
Recompiled assets, added third person to ProjectSettings
Decide winner of gamemode based on highest points if game time elapses
Mess with ViewModel FOV while sprint / burst sprinting, alter real FOV if sprinting