4,181 Commits over 884 Days - 0.20cph!
Fade out crosshair while ADS
Lowered tickrate
Pass player's speed into crosshair
Remove code guns, they're not used now
Set up basics for generic crosshair types
Clip Size, Reload Time, Ammo Type all defined by resource
Add a chatbox hint for now when the player switches fire mode
Weapons can define supported firemodes, can cycle firemodes with Voice key
Re-hooked up shooting, gun sounds, added firemodes
Simplified inventory system, use defined weapon slots
Work dump for resource-defined weapons
Moved AssetList "New Folder" down to be consistent with the asset list's tree context menu.
Add current directory shortcut to asset folder node context menu
Update asset browser when refreshing/making new folders, add Refresh option to folder context menu
Don't ADS while sprinting, don't allow shooting while sprinting
Scale down avoidance significantly when ADS
Weapons can define their own object avoidance stats
Only apply crouch lerp if not aiming
Add PlayerController.IsAiming and WishSprinting
Cleanup, hook up aim state
Renamed ShooterWeapon, adjusted MP5 and R870 stats
Add weapon asset files (incl. source)
Tweaked walkbob, fixed controller ref
Added ViewModel.CrouchAngleOffset
https://files.facepunch.com/devultj/1b3111b1/sbox-dev_aE3dqIGxGp.mp4
Messy viewmodel prototyping
Add .gitignore, force remove cache
Renamed and used new weapon assets
Hide template list even if there's just one template. It'll be auto-selected anyway.
Hide project template list if there aren't any to use. Added a few comments.
Killed old C++ filter code, added Game.ShouldConnect
- Gutted out network filter code in favor of controlling incoming connections in C#.
- Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans` - probably a few more too.
- Added `bool Game.ShouldConnect( long playerId )` - returning false here will reject the incoming connection before the client entity is created.
Bit of documentation, renamed INetworkServer.Connect to ShouldConnect
Remove unused NetworkClient.Connect
Renamed OnConnect to ShouldConnect
Gutted out network filter system in favor of controlling incoming connections in C#.
Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans`.
Added `bool Game.OnConnect( long playerId );`, returning false here will reject the incoming connection before the client entity is created.
Fixed up pointer-events API change
Set random player color on player ctor, should fix strange color mismatching
Added Client.IsFriend
Make sure IsTeamPlayEnabled doesn't error out
Add entity hudmarker system
Hook up hudmarker to players, only applicable in team play
Merge branch 'main' of sbox-boomer
Only display damage / armor hints if the damage was inflicted
Fixed up friendly fire damage expression to also cover invalid attacker
Don't try to evaluate friendly fire if the attacker is us
Fix Enum.TryParse compiler error
Temporary way to sort by team in the scoreboard
Start work on Teams, Team Manager
Add TeamComponent, Client.GetTeam, Client.SetTeam
Set up team where needed on client join / left, inform team component of team changes.
Gamemodes can define their own team sorting. This might not be needed.
Add Friendly Fire convar, checks teams on damage
Only check for friendly fire if team play is enabled
Add Friendly Fire to lobby settings
Set up player colors to match their team if applicable
Forgot to rename these
Set Pawn before player.Respawn, fixed team balancer
Temporary way to sort by team in the scoreboard
Set Pawn before player.Respawn, fixed team balancer
Set up player colors to match their team if applicable
Add Friendly Fire to lobby settings
Only check for friendly fire if team play is enabled
Add Friendly Fire convar, checks teams on damage
Gamemodes can define their own team sorting. This might not be needed.
Set up team where needed on client join / left, inform team component of team changes.