875 Commits over 639 Days - 0.06cph!
Fixed enemy dead color on status panel
Add Spectator HUD https://files.facepunch.com/devultj/1b2811b1/sbox-dev_kpcvdu0e9Y.png
Don't display weapon hud if we have no weapon
Game post process refers to camera target as well
Add GunfightPlayerCamera sets target locally
Replaced most hud pawn references with camera target
Add GunfightSpectatorCamera
Space bar while in death camera to spectate
Added Gamemode.AllowSpectating
Moved cycle fire mode to InputButton.View
Added GunfightDeathCamera
New Main HUD, added firemode switch panel
Redone score panel style
Update vignette color
Saturate player's view based on health, removed health hud
Support Laser for 1911, updated aim offsets
Make first weapon active alwayas
Add Gamemode.CanPlayerRegenerate
Restyled score panel https://files.facepunch.com/devultj/1b2611b1/sbox-dev_7pfMkeGIb8.png
Fix NRE in LaserSIght.UpdateEyeTrace
Redo laser sight attachment tracing code
Fix laser sights persisting when weapon isn't drawing
Updated FAMAS aim offsets, including Laser
Allow ADS while reloading
Add Weapon.HasAttachment<T>
Add gunfight_crosshair_always_show debug convar
Updated how ADS is done
Don't render crosshair if dev camera is active
Decreased laser radius
Fixed Famas world laser spot
Decreased laser dot sprite size
Laser shouldn't follow eye position if it's not the local player
Fixed Laser dot not showing
Fixed strange behavior with laser sight transforms
Added AimAttachmentStyle, first draft for overriding ADS with a laser sight
https://files.facepunch.com/devultj/1b2411b1/sbox-dev_OI67deE338.mp4
Change laser direction if sprinting / sliding
Add WeaponAttachment.Mirror( VIewModel )
Fixed players not running FrameSimulate on ActiveChild
Use attachment rotation if reloading
Set up laser particles on laser sight
Weapon.FrameSimulate correclty runs FrameSimulateAttachments
Inform ViewModel when attachments are added/removed
Temporary asset for Laser Sight, attachments can override ViewModel aim transform
Started API for Weapon Attachments
Updated MP5 anim graph to support holstering
Fixed NRE with CoverAimMechanic.DoVisualEffects
Yet some more crosshair editing
Added WallInfo.AbsoluteHeight, fixed Vaulting
Show WallHeight traces if BasePlayerController.Debug is on
Increased recoil scale penalty for firing while moving
ApproximateWallHeight will only iterate up to 20 times. Before it would be iterating hundreds, if the wall was massive.
ApproximateWallHeight will correctly calculate the height of a wall, relative to the player's location
Mantle: Duck the player if wall height is low enough
Moved Player weapon code into its own partial class
Added CanChangeWeapon, queue weapon switches
Update state order and removed debug print
Add fallback pickup label hint, no more `[E] object`
Changing weapon isn't immediate, added holster state to animgraph
Removed auto weapon switch when empty
R870: reload time decreased by more than half