875 Commits over 639 Days - 0.06cph!
Fixed Reload arc showing weirdly sometimes
Cheap and nasty passive healing
Add reload radial fill to crosshair
https://files.facepunch.com/devultj/1b0811b1/sbox-dev_UHmMtGQJW7.mp4
Can grab IsSprinting out of simulation context, add sprint sounds
Play separate heavy landing sound where needed
Add lowammo keyframe anim
No footsteps while sliding
Buffed sliding speeds
Add camera roll offset while sliding
Changed health bar color
All players start with 25 armor
ViewModel: Ease out of slide while you're shooting
Add Weapon.BulletRange, knife is no longer a semi automatic rifle
Add Weapon.IsLowAmmo(), assign class "low" if low ammo in UI.
Add WeaponDefinition.ShootTrailParticleEffect
Add Weapon.Name (grabs from def), Weapon.ShortName
Add Slide.StartSliding, Slide.StopSliding - create follow particle
Hook up sliding to Animator, use Citizen's "skid" parameter
https://files.facepunch.com/devultj/1b0711b1/sbox-dev_CEdac1UKfs.mp4
Reset activation time if we're sliding down a slope
Recompiled sounds, update .addon
Alternate between two outfits
Dress players in one army outfit for now
Adjusted MP5 sliding values, add screen shake based on slide speed gain
Adjusted slide to be continuous while traversing down a slope
Sliding up slopes is doable, but slow. Sliding down slopes is fast.
Replaced GroundFriction with a method, in preparation for weapons to override this.
Hit markers recognize headshots, added new art for the icons
Controller cleanup, fixed duck
Tweaked movement speeds, reduced jump power
Weapons can define their own slide position/angle offset
Kill feed will try to recognize our weapons
Fixed recoil being dependant on framerate
Add slide mechanic, GetEyeHeight instead of property, remove unstuck
Weapons can disable aiming feature
Added WeaponDefinition.ReloadSingle
Fully support shotguns as weapons
Add R870 shotgun as resource
Recompiled some weirdly broken sounds, adjusted low ammo pitch to be less harsh
Added ammo capacity cues to follow gunshots
Added dry fire sounds per-weapon, only play once when firing
Use velocity.z to determine how hard we hit the ground
Added quick viewmodel transform offset when in the air
Improve the screen shake effect
Add CameraModifier, ScreenShake.Pitch
Detect falls by comparing ground from last frame, see if it was a big fall and penalize the player for it.
Scale viewbob from player speed
Add viewbob, increase walkbob when sprinting
Start killing player controller
Upped footstep volume as well as increased frequency
Take note of when the player stopped sprinting
Introduce PostSprintAttackDelay, to disallow attacking straight after exiting sprint
Apply pitch and roll offset to the weapon when looking up / down
https://files.facepunch.com/devultj/1b0311b1/sbox-dev_WV7fblsLqD.mp4
Reorganized primary attack checks so it's consistent for each fire mode
Decrease diagonal sprint speed, disallow sprinting backward
Crude method to disable aiming while reloading
More progress on viewmodel aim system, almost nailed it now.
Weapon attachment changes
ADS, Ducking & Player Speed all modify a weapon's recoil
Hooked up bullet values to weapon defs
Add ViewModel recoil with separate scaling and recovery factor
Fixed incorrectly calculated recoil
Synchronize recoil valus since they're predicted
Simple, weapon-contained recoil steup
Fixed another NRE on death
Originate sounds from owner instead of the gun