875 Commits over 639 Days - 0.06cph!
Fast firing penalty for the Revolver
https://files.facepunch.com/devultj/1b2211b1/sbox-dev_5pOf2NFcw9.mp4
Updated Revolver to include spread
Added weapon accumulated spread. Shown visibly on the ViewModel
Project backwards with penetration, so bullet holes are on both sides of a wall https://files.facepunch.com/devultj/1b1811b1/sbox-dev_XH4xFVufKB.mp4
Ricochet impacts & trails https://files.facepunch.com/devultj/1b1811b1/sbox-dev_tbJXwJSPxP.mp4
Adjusted viewmodel weights for all weapons
Removed strange sprint walkbob offset, updated revolver walk bob
CapturePoint responds to player deaths
Decreased ping lifetime if not enemy / resource
Fixed enemy ping persisting across lives
Give crosshair a dot
Fixed pickup triggers accepting traces while actively held by a player
Add PingSystem.GetLifetime, use that for deferred ping cleanup
Remove ping if ping's tagged entity has a parent now
Can ping weapons, triggers call to parent for pings
Add simple pinging system, needs sounds
Cleaned up unused VaultMoveMechanic code
Pass current bullet count into DoTracer, originate from muzzle if first bullet pass
Merge branch 'main' of sbox-gunfight
Remove MeleeWeapon. Got plans for this in the future.
Give ViewModel a flat FOV, for users who play at ridiculous FOV
Try to handle aim vs non-aim viewmodel states better.. this is all a big mess
Delete all loose weapons on the ground when map gets cleaned up
Mess with tickrate some more
Added WeaponDefinition.FindFromSlot, WeaponDefinition.Random( list )
Instead of hardcoded randomizer, use new methods to randomize loadout outside of Gunfight mode
Don't shake screen while sliding
Decreased AKM pitch variance
Updated AKM sound in resource
Cover aim hint positions itself in the world
Vaulting mechanic rewritten, will now test the next position and stop if we're going to get stuck
Also added the new sounds..
Added round countdown sounds
Fix NRE for Inventory.GetAll
Set CapturePointEntity model
First version of round won panel
Re-add code to omit capture point marker if we're capturing it
Added GunfightCapturePanel, simple UI template to show flag status
https://files.facepunch.com/devultj/1b1411b1/ShareX_eevAonsQQK.png
Revolver can 1-hit headshot
Fixed damage not working outside of active gamemode
Add Revolver resource, Cowboy loadout resourc
Updated AKM icon in resource
Adjusted round lengths, don't end the round if someone is capturing the flag.
Minor tweaks to CapturePoint, HudMarkers
Merge branch 'main' of sbox-gunfight
Create CapturePointEntity.cs
Create GamemodeMarker.cs
Create a capture point when RoundFlagActive, clean all capture points when starting the round
Map update
Add Gamemode.OnFlagCaptured
Win the round on CTF
Upgraded score panel, bigger time countdown, alive player counts
Clear player effects on respawn
Moved around slide effects, clear effects on death
Players can respawn while waiting for players
Show winning team at the end of the game
Add/RemoveScore returns new score
Don't go to RoundOver if we've intended to end the game
Handle game won state, go back to WaitingForPlayers, which will now check the active player count and go straight to round cooldown.
Loadouts can provide ammo
Update AKM ammo-type
Define Loadout GameResource
Add Gamemode.PlayerLoadout, hook it up to Gunfight
Check for dead players and award the other team. Semi-working gameplay loop!
Add AKM to random weapon rotation
Fixed grabbing wrong weapon name in KillFeed
Use LifeState to decide different pathways for gamemodes to take when respawning a player. LifeState.Respawning = player will respawn in a few seconds. LifeState.Dead = gamemode must manually respawn them.
Add Gamemode.PreSpawn( player ), RespawnAllPlayers, disable input when movement is disabled
Prevent Damage if gamemode.AllowDamage is false
Adjusted spawnpoint query, added SpawnPointTag
More work on Gunfight gamemode rules & game flow
Delete inventory contents on respawn
Add post process overlay when in round countdown
Start decaying the weapon once it's dropped