4,166 Commits over 884 Days - 0.20cph!
Pass damage ref through TraceBullet, allow ricochet to dampen damage amount
Reset recoil when weapon becomes active
Only pass reload frac while actually reloading
Added hud hints for CoverAimMechanic
Add screen effects when mounting/dismounting a wall
Add super basic cover aim mounting mechanic
Fixed reload arc showing after cancelling a reload
Re-adjusted MP5 and R870 recoil, removed Drop functionality
Added HudMarker system, hooked it up to players
https://files.facepunch.com/devultj/1b1011b1/sbox-dev_QaEfLq9RQ4.png
Fixed reload arc showing when you first spawn
Validate Controller, fix HudHints NRE
Slouch the player while vaulting
Inform the ViewModel when reload is finished with anim parameter
Add screen shake post-vault
Fixed font sizes on hints and inventory
Removed reachedVertically, just decrease forward vault offset
Add vaulting mechanic, accompanying hud hint
https://files.facepunch.com/devultj/1b1011b1/sbox-dev_AO3NAq7ExA.mp4
Fixed client not getting Mechanic.IsActive correctly
Rewrite player controller, with thanks to Boomer, with mechanics in mind, rewrote duck/slide
Fixed Burst firemode spamming dryfire sound. Not sure why that was there..
Fixed NRE while the player has no weapons
Started boilerplate for gamemodes
Don't use InputHint for InventoryIcon
Restored InputHint functionality lost from Spire
Add HudHints panel, add reload hint
Moved inventory bar, hide active weapon
Simplify InventoryIcon button fetching
Should have fixed slide sounds being whacky on non-host
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