242,897 Commits over 3,867 Days - 2.62cph!
Add crouch support but disable for now. Ensure head doesn't clip through stuff when jumping
Merge from backpacks/side_holster
Fixed wobbly text by increase UI plane distance (I think the UI was too small)
Lower sprint speed. Use Killhouse as test map.
Less silly API for one shot particle
Merge large backpack art -> backpacks
Set up initial individual backpack offsets for all weapons
Don't always play hitmarker
Add smoke puffs when firing. IHealthComponent. Implement health / damage for players. Network damage. Blood effect
Merge ParentIfValidFix -> Main
Remove backpack slot field
Use backpack specific offsets on each weapon holster info
Apply specific rotation/offsets for both rocket launchers
Add ClothingContainer.ApplyWithComponent extension.
PlayerDresser uses ApplyWithComponent
Add WeaponComponent.Initialized - set ModelRenderer OnAwake
Add ClothingComponent - update visibility for head clothing depending on if proxy, set to cast shadows only if not
metal detector shovel and site marker models, set up prefabs, icons. Needs some polish
Add Facepunch.Arena.ChangeAttribute
Remove old WasDeployed OnUpdate check - use ChangeCallback
Added a TODO to some old code
Be able to get object from CodeGen wrapped prop/method
CheckAllParenting method confirms that early-parented corpses actually did enter the trigger, and boots them out of the list if not
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
Added AmmoContainer, ammo system and reload
Basic working bounds check for ParentIfValid
Cheeky business to hide player's head for owner so it will never clip, but still render full shadow with head
Can use GetAttachment and use muzzle for shoot pos now (thanks layla!)
Setup attachments for bind pose animated objects, fixes incorrect attachment transforms on models not using animgraph
Added SoundSequenceData resource and SoundSequence class. Add reload sound sequences to USP and MP5.
Add FireSound and DeploySound to WeaponComponent
Add Extensions.GetTemplate for PrefabScene
Kind of better handling of switching weapons on network / mp5 test
Basic spread and recoil, auto fire
Fire Rate, Deploy Time, GiveWeapon, SelectNextWeapon, SelectPreviousWeapon
OneShotParticle extension, WeaponManager to store prefabs
Simplify particle mode selection - with most likely presets
https://files.facepunch.com/garry/2a502906-36a8-42dc-a536-0fdb6d8c089f.png
Make mode change button less obtrusive on ParticleFloatControlWidget
https://files.facepunch.com/garry/2bf2ff16-38ac-478f-89f3-3fa89a7ffbcb.png
Draw indicator lines through range
Curve editor supports ranges
https://files.facepunch.com/garry/bd829663-f1a0-4db3-8aed-4ad8b3ec4388.png
Leaderboard backup, run #9028
Allow editing of multiple rects
Make handle resize less sucky
Allow rects to be loaded from json
Cleanup + Rect gizmo testing
Fix motion blur not working, simplify it, make it use the same reconstruction technique as in dynamic reflections, I still don't like it but this gives correctness to it
https://i.imgur.com/YkSiZXY.png