branchsbox-boomer/refactorcancel
162 Commits over 90 Days - 0.08cph!
Slowly Tick Health & Armor down if it's above the maximum
SegmentBars have a "supercharged" state if CurrentValue exceeds MaxValue
Reduced main hud footprint, added dividers - work on matching concept https://files.facepunch.com/devultj/1b1611b1/sbox-dev_56mjVVik7e.jpg
Updated colors to match concept
Set weapon icons, show weapon icon in HUD
Fixed case where you could not damage yourself with Friendly Fire off
Define Base SegmentBar color, use that in Razor to calculate gradients instead of hardcoding colors https://files.facepunch.com/devultj/1b1611b1/sbox-dev_kVh739fF5x.png
There's probably a better way to do this..
Implement SegmentBar component
Example: `<SegmentBar CurrentValue=@Dash.DashCount MaxValue=@Dash.MaxDashes Segments=@Dash.MaxDashes />`
Set up SegmentBars for health, armor, dash count
Temporary display for teams on player list
Return no teams if we've not chosen a gamemdoe
Add support to control friendly fire per-gamemode
Gamemode can provide us with a list of teams. Use it in TeamSystem
Add standard TeamSystem methods, ability to get count of clients + lowest occupied team
Started work on Team Deathmatch
Reduce repetitive code, store current clothing entities and clear them out on setup
PlayerColor affects current clothing, and networks updates properly
When TeamComponent's team changes, set the player color if we've got a player to match the team.
AllowMovement ignores camera input, so players can still look around if movement is disabled.
Don't simulate controller mechanics if movement is disabled
Centered the chatbox for now
Add temporary gamemode info to the HUD https://files.facepunch.com/devultj/1b1411b1/sbox-dev_k5uR9xA9bd.jpg
Prepare TimeLeft / GameState labels for UI
Add wait when the game ends, we'll replace this with a map vote task when it exists.
Create TeamComponent, Player accessor
Hook Gamemode OnPlayerKilled & PostPlayerKilled up - set default life state to Respawning on death
Give gamemode spawnpoint decisions
Run gamemode buildinput so we can disallow movement at the gamemode level
Fixed MoveToSpawnpoint running twice, hook up PlayerLoadout so gamemodes can define custom loadouts
Hook up Gamemode.AllowDamage
Hook up OnClientJoined, OnClientDisconnected
Created Gamemode Entity, initialize gamemode if found / convar is set
Remove InteractionMechanic
Add shortcuts to go to specific weapons, (E = Lightning, R = Railgun, F = Rocket Launcher)
InputButton.Menu (Q) swaps between current weapon and previous weapon
Add support for scrolling to swap weapons, as well as InvPrev/InvNext (gamepad)
Set up tags for the outfit so it's grabbed by ragdoll code
Give the player the old Boomer outfit
Adjusted lightning particle trail
_c's
Add FOV CameraModifier, used w/ DashMechanic
Fixed tracers / impact trails hitting triggers
Pull impact trail away from its end position by one unit
Set impact trail particle's normal
Add ability to disable bullet impacts per-weapon
Make sure we're not duplicating the impact trail particle
Actually set the impact trail path for Lightning Gun
Support impact trails in shoot component https://files.facepunch.com/devultj/1b1011b1/sbox-dev_LJk8SHon6D.mp4
Don't inherit original Z velocity when jumping, makes double jump more powerful
lightning gun trail
Merge branch 'refactor' of sbox-boomer into refactor
Sound compiles.. I'm starting to think there's something wrong with them
Add GameGlobals, Gravity ConVar
Lower lightning gun on ads
Updated Dash screen effect
Fixed new jump behavior breaking bunny hopping