branchsbox-boomer/refactorcancel

162 Commits over 90 Days - 0.08cph!

1 Year Ago
Jump Mechanic defines MaxJumps and tracks jump count. Add "walkmechanic.land" event
1 Year Ago
Can overlay firing sounds, fixed all weapon sounds to match previous game
1 Year Ago
More suitable location for this, fixes projectile weapons not consuming ammo
1 Year Ago
Fixed ammo not being consumed
1 Year Ago
Adjust sniper bob
1 Year Ago
BasePickup can define Model override definable in Hammer Add WeaponPickup with Resource picker
1 Year Ago
Fix AmmoPickup NRE
1 Year Ago
Enable/Disable weapon components when holster/deploying weapon
1 Year Ago
Rewritten shooting mechanic
1 Year Ago
increase viewmodel fov Hide railgun when ADS Added missing ammo pickups
1 Year Ago
Add Lightning Gun
1 Year Ago
Fix Death NRE
1 Year Ago
Added Tracer particle definition to Primary Fire https://files.facepunch.com/devultj/1b0611b1/sbox-dev_ouUloLSeVu.mp4
1 Year Ago
Set "ducked" tag on player appropriately, don't knockback if crouched
1 Year Ago
Added KnockbackForce to PrimaryFire component https://files.facepunch.com/devultj/1b0511b1/sbox-dev_XzHXA3xpmV.mp4
1 Year Ago
Grenade projectile has a bit of lift when initially spawning
1 Year Ago
Added Sniper/Railgun and Shotgun weapons, and AimFovOffset property
1 Year Ago
Support DevCamera
1 Year Ago
Add DamageModComponent for Players, can scale incoming and outgoing damage Added DamageModPickup
1 Year Ago
Add ArmorComponent, factor it in when taking damage Show Armor on Info
1 Year Ago
Added Armor Pickups Added Health Pickups Added Mega Pickups
1 Year Ago
Fixed dash panel inheriting the same health related classes
1 Year Ago
Don't take ammo pickups if player's ammo is already at capacity
1 Year Ago
Added BasePickup Add ammo pickups focused on being compatible with all current Boomer maps Add Inventory.FindWeapon
1 Year Ago
Add dashes to HUD, added Mechanic ticks even when inactive, fixed dash recharge
1 Year Ago
Push the player up a bit when dashing
1 Year Ago
Remove Reloading mechanic
1 Year Ago
better jumping and dashing
1 Year Ago
Fixed Crosshair not being visible
1 Year Ago
Precache some weapon data stuff as well
1 Year Ago
Precache a bunch of Projectile info on resource load
1 Year Ago
Default Dash wish direction to Forward if we're not moving in any direction
1 Year Ago
Restored DashCount, dash effects
1 Year Ago
Add DashMechanic, effects next
1 Year Ago
Add Projectile.ClearZVelocity
1 Year Ago
slight walk controller tweak
1 Year Ago
Added SlideMechanic
1 Year Ago
Added artificial reload offset
1 Year Ago
Use Crosshair icons
1 Year Ago
Simulate projectiles lag compensated, before owning player moves
1 Year Ago
Add damage falloff curve for scaling damage / force over distance
1 Year Ago
Projectiles can have SelfDamageScale of 0, to completely disable self-damage
1 Year Ago
Fixed Projectiles passing through players, added NoDeleteOnExplode, added nail projectile for nailgun
1 Year Ago
Trace the Owner's AimRay when placing projectiles, so they don't go through geometry if against a wall
1 Year Ago
Give all weapons to players for now Added Grenade Launcher, Rocket Launcher, Rocket Projectile - apply impulse for rocket jumping, add SelfDamageScale
1 Year Ago
Add basic manual physics for projectiles
1 Year Ago
sound _c
1 Year Ago
match old jump better
1 Year Ago
Projectiles are triggers
1 Year Ago
Add a few more fields to Projectile Data, including ExplodeHitTags Primary Fire module can define a projectile, projectiles setup from data, next up physics