4,162 Commits over 884 Days - 0.20cph!
Show player dash count on tooltip too
Add player upgrades to player tooltip so you can view other people's upgrades
Hold reference to currently open tooltip - close it if we open a new one
Test tooltip for units, need to make it pretty later
UnitTooltip -> ThingTooltip, use existing interface to filter through usable tooltips. IThing inherits IValid
Add tooltips to hud, hide until hovered
Use collision bounds to center align the tooltip box a bit better
Add boilerplate for interactable unit tooltips
Translate crosshair based on velocity, don't do it if we're sliding
Moved Use to F
Don't use obsolete code for player controller, fixed being able to get stuck when uncrouching
Updated HudHints
Upped duck movement speed
Have to press jump to vault - was causing unintended behavior when dropping down holes
Improved viewmodel visual fidelity while sliding
Adjust 1911 + MP5 materials
Disable gunfight trios as a gamemode choice for now
Apply camera fov offset when ads
Added door slam sound, buffed heavy land recovery speed
Fixed Gamemode.AllowMovement not applying to input direction
Store person who last killed you, add payback award (w/ announcer sound)
Add support for declaring BindComponent properties that include disabled components w/ `[BindComponent( IncludeDisabled = true )]`
Editor: When adding a project from file, open editor preferences addon location
Adjust right offset in thirdperson
Fixed "object" showing up on usable hint, adjusted glow colors
Adjust alignment on scoreboard UI
Refactor crosshair system - removed unused code
Kill Confirmed: Added pickup sound when confirming a kill
Fixed shotgun loadout
Fixed player hudmarkers being in player's feet
Re-add R870 Shotgun, fixed R870 world model physics being wonky
Fixed 1911 ADS
Fixed MP5 recoil being ridiculously high
Don't assign view angles if input stopped processing earlier (dev cam)
Hooked up weapon switching again
Forgot to clamp ViewAngles when refactoring the player controller https://files.facepunch.com/devultj/1b0911b1/sbox-dev_5io9BnomHB.mp4
Play skidding animation when slide is active
Fixed NRE caused by aiming when you have no weapon
Simulate eyes using real eye height
Remove tactical sprint - made sprint hold, instead of toggle
Don't look for unique loadout in War gamemode
Re-add MP5, adjust base ViewModel FOV
Don't crash the game because we didn't a valid loadout
Configure 1911
Remove screwed up walkbob code
Convert HudHints to razor
Remove a camera's RenderHooks when it's destroyed - fixes effects lingering in other games
When breaking a prop, play breaksound from the root physics body if we have one https://files.facepunch.com/devultj/1b0511b1/sbox_N8dwUF251P.mp4
UsingController reports correct info again. remove LastInputWasController
Make obsolete ClearButtons clear actions for now
Hold references to particles that we want to delete on game restart
Remove useless camera code
Add BaseWindow.OnWindowClosed event
Update action when edit window gets closed, add border to actions with no button defined
Missed another method here
Re-add ClearButtons but mark it as obsolete so we don't break current packages
Separate Left/Right menu switches, add support for "Menu" legacy action
Let's see what happens when we forward all InputButtons to use Actions - this doesn't include generating a default action set yet
Fixed menu not compiling
Pack input actions into InputActionSettings class, add UseDefaultActions
Proof of concept of creating default input actions for games. I think it's too magic though. We should just add all of the common inputs when you open the editor window.
Remove TryCreateDefaultActions, just create default actions in Editor InputPage if we have no actions
Refactor, register common actions if we don't have any defined in a project
Add missing "View" common input
Add support for Left/Right joystick clicks as actions
Set Run/View gamepad codes since it's supported now
Don't bother matching modifiers if there aren't any on the current action