4,317 Commits over 914 Days - 0.20cph!
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
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
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.
Add TeamComponent, Client.GetTeam, Client.SetTeam
Start work on Teams, Team Manager
Respawn Timer Particle
Merge branch 'main' into pickups
Rename RespawnImmediately to SpawnImmediate - fix draw on startup
Re-enable if Disabled = false, disallow pickup
Added BasePickup.Disabled
Armor pickup feed message uses armor granted value
Refactor Ammo pickups to use BasePickup
Add BasePickup.OnPickupAction, delete armor pickups when they're used if dropped by a player
No need to null out the model
Add BasePickup, made ArmorPickup and converted ArmorShard to use it.
Edited the velocity reflection to be a bit more arcadey
This is an odd take, but alter the timescale a bit
Remove blur from menu, doesn't seem to work in Vr
Give the point to the other team if the serve hits the opponent's side on the first bounce.