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3,308 Commits over 944 Days - 0.15cph!

6 Years Ago
bail out after detonation time if entity was destroyed
6 Years Ago
Human bots spam attack if in range
6 Years Ago
Don't detonate barrel if it's no longer valid or pending destroy
6 Years Ago
Deathmatch now uses ShooterBase
6 Years Ago
Bot follows local player if in line of sight Fix weapons still firing when switching
6 Years Ago
Add speed scale to character so active weapons can influence players speed, run faster with knife
6 Years Ago
Show pickup notifications for ammo Broadcast pickups so everyone can hear it
6 Years Ago
Pickups can now hold ammo, take as much ammo as possible on pickup, destroy when empty
6 Years Ago
If a consumable weapon is droppable, consume it and drop but don't destroy while it still has ammo
6 Years Ago
Broadcast knife swing so spectators can see it
6 Years Ago
Knife sounds
6 Years Ago
Repeat firing mode for weapons. Knife swing deals damage, play stab animation on enemy hit.
6 Years Ago
Add knife weapon. Add option to force weapon view model opposite hand.
6 Years Ago
Add BotThink func to just move all that shit out of Tick
6 Years Ago
Barrel bot distance to target uses horitzontal position
6 Years Ago
Add spawn offset to spectators
6 Years Ago
Destroy entity after registering death so it's still valid to use
6 Years Ago
Fix barrels registering death using attacker as victim
6 Years Ago
Add team colors to scoreboard
6 Years Ago
Add Controllable.GetSpawnOffset so you can make sure the bottom of the collider is level with the spawn point
6 Years Ago
fuck
6 Years Ago
Add DestroyTimer class, destroy entity after duration and optionally when not the local view target Give barrel debris a destroy timer
6 Years Ago
SuicideBarrels: Add friendly fire convar, default true
6 Years Ago
Replace spring arm camera in engine addon with better version
6 Years Ago
Increase barrel sound attenuation radius
6 Years Ago
SuicideBarrels: Call base.OnPlayerDied so death camera and respawning works Make barrel bots follow then explode on you
6 Years Ago
Make barrel bots move around Make them taunt at random between 2 and 5 seconds
6 Years Ago
Make sure shooter base MyHud property is set
6 Years Ago
Forgot to make it virtual
6 Years Ago
Add BaseWeaponControllable.CanDropWeapon to give more control over when weapons can be dropped. SuicideBarrel humans can never drop their weapon.
6 Years Ago
SuicideBarrels: Don't create weapon selection hud, give pistol and pistol ammo on spawn, add IsInventoryFull to ensure only one weapon
6 Years Ago
ShooterBase: Only spawn hud once internally, ask gamemode to create the hud
6 Years Ago
SuicideBarrels: Use teaminfo for teams. Only allow user team joins to spectator (for now)
6 Years Ago
Start using shooter base for suicide barrels, don't create team selection hud (gamemode phase decides teams)
6 Years Ago
Add virtual functions for giving default ammo and weapons on spawn
6 Years Ago
Add gamerule can damage player, default true
6 Years Ago
x4 damage on headshots
6 Years Ago
Only throw grenade if pin is pulled and has been 2 seconds since last throw to avoid spamming
6 Years Ago
Add anim nodes RotationOffsetBlendSpace, ApplyAdditive, MakeDynamicAdditive. Experiment with aim blend spaces
6 Years Ago
Compile fix
6 Years Ago
Add num grid subdivisions and interp time to blend parameters
6 Years Ago
Add 8 direction run animations, change play rate if moving faster than the run animation speed
6 Years Ago
Fix blendspace players by creating native blendspace objects, same for sequence players and two-way blends.
6 Years Ago
Fixed requestAnimationFrame not getting timestamps
7 Years Ago
ViewInfo takes Angles instead of Quaternion
7 Years Ago
Add throw force min and max to throwable weapon Shake the view of the local view target so spectators can also see it Add entity bounds scale. Scal viewmodel bounds by 2 to make sure animations stay inside
7 Years Ago
Fix mdl models that have multiple root bones by inserting a dummy root node (hands and grenades aren't attached together so both have root nodes) Show grenade weapon viewmodel
7 Years Ago
Disable grenade physics when taking damage so they don't get launched across the map before the delayed explosion
7 Years Ago
Controllable.AddEyeInput now takes Angles instead of Quaternion. Change camera controllable into an actual camera entity so it can be used completely client side.
7 Years Ago
Add explosion radial impulse client side for client side physics entities Controllables with authority cache their controllers view angles so they can be used when they don't have a controller