4,160 Commits over 884 Days - 0.20cph!
.gitignore update, case sens changes
Adjust recoil system to be more sane
Add some UI components back, start on ammo hud. Default map facepunch.prison
Reflect real ammo counts, fixed MP5 ammo container
Fixes
Fix input to work on the controller
GameObjectControlWidget: allow opening prefabs in editor
Removed some bullshit files, compile fix
Bullets point towards lerped direction, not raw input
Fixed projectile collisions being funky, disable main collider properly
Implement haptics for shooting
Trigger haptics when taking damage
Start on pickup system, refactor shooting a bit to support haptics
Shield effects tint based on its current power
Use controller color for player's world panel
Add Rick's spaceship model
Fixed bullets colliding with dead players, collision problems w/ players
Don't show health bar if at max
Add ability to scope input hints
https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
ComponentTypeSelector: don't allow left arrow navigation if trying to name component
Add player damage FX, health bar
Add TryUnstuck to Player movement
Moved Editor folder, updated .gitignore to reflect new changes
Don't use 4 players lol
Refactor projectiles to not require a collider
Add GameStateManager.PlayerCount for debug
Refactor player movement a bit, turn rate does stuff now, boost reduces turn rate drastically
Extend projectile lifetime when a shield deflects
Projectile colors are based off player color (https://files.facepunch.com/devultj/1b1711b1/sbox-dev_mphdzgYk4J.mp4)
Refactor shields to be directional, 90 degree angle coverage
Add shooting hint
Add input hints for all mechanics
Scope to active controller when looking for glyph vendor
Include System in Assembly.cs
Add some boilerplate for differentiating local vs non-local players (for multiplayer later)
Minor fixes, can't shoot while shield is up
Add ability to toggle between twinstick movement and face-velocity movement
Don't start the game automatically when everyone's ready, let them press a button
Add boost thrusters to player
Shield is continuous instead of toggle
Use other speeder model
Re-add ship exhaust FX (lost them somehow)
Add particle to bullet projectile & player exhausts
Add OnPlayerSpawned event
Can reflect projectiles off shield components
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields
Add twinstick_debug_health
Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner
Add some Actions to ShieldComponent
Add basic damage system, IDamageListener
Add ShieldComponent, reject damage if shield is active
Fixed left trigger actions never being found
AI stops when they hit a certain distance from the player
AttackingState will try to shoot weapon items if AI has it
Weapon items have an option for originating from its GameObject instead of the Camera
AI: Clean up chase state, prep attack state
AI: remove stimulus system, look for closest player and navigate to them
Type updates on demo_02_level
Add homing projectiles (https://files.facepunch.com/tony/1b1611b1/sbox-dev_HxO746PgRX.mp4)