4,162 Commits over 884 Days - 0.20cph!
Remove all HitboxComponent HitGroup priority code
Removed a couple more hitbox groupid references, set tags on HitboxSetList import
Re-add C# API as obsolete (DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup)
Add DamageInfo.Hitbox, assign it in UsingTraceResult
Kill some more hitgroup code, updated citizen_hitboxset prefab
Kill hitbox index from DamageInfo, there's probably room for hitbox tag filtering in here. Also adjusted some docs for that class.
Remove CSkeletonInstance.GetHitboxGroup interop
Started killing off a bunch of now useless hitgroup code
Delete TraceResult.HitboxIndex, it'll be useless once I've deleted the hitbox groups. CSkeletonInstance::SBox_BoneToHitbox returns the hitbox itself, used for sweeps.
Add tags property to CModelDocHitboxBase
Setup tags via string tokens for hitboxes, interop Hitbox.. still learning about all this, so need to go back and clean all this up later.
Send over the hitbox handle when performing traces
Don't forget to pass the tags when compiling resources
Add TraceResult.Hitbox
Cleaned up lobby rich presence, fixed presence not updating when lobby gets made, update documentation
Support `steam_player_group` rich presence for lobbies
https://files.facepunch.com/devultj/1b3011b1/Discord_tPmoEckwdL.png
Fixed MenuOverlay popup pointer events, fixes lobby invites being inaccessible
Made Global.IsDedicatedServer obsolete
Played around with ScreenEffects https://files.facepunch.com/devultj/1b2911b1/sbox-dev_IrBJraNekh.mp4
Temporary Player.RenderHud workaround
Trying to pin down why I'm crashing
Fixed compile, replaced StandardPostProcess with ScreenEffects
Don't try to update firemode if new result is the same as last
Fixed CycleFireMode not listening to the weapon's supported modes
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
Sandbox.Engine: Added Dedicated Server launch config
Fixed concommands being omitted when run through dedicated server console
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