branchsbox-boomer/refactorcancel
162 Commits over 90 Days - 0.08cph!
Jump Mechanic defines MaxJumps and tracks jump count. Add "walkmechanic.land" event
Can overlay firing sounds, fixed all weapon sounds to match previous game
More suitable location for this, fixes projectile weapons not consuming ammo
Fixed ammo not being consumed
BasePickup can define Model override definable in Hammer
Add WeaponPickup with Resource picker
Enable/Disable weapon components when holster/deploying weapon
Rewritten shooting mechanic
increase viewmodel fov
Hide railgun when ADS
Added missing ammo pickups
Added Tracer particle definition to Primary Fire https://files.facepunch.com/devultj/1b0611b1/sbox-dev_ouUloLSeVu.mp4
Set "ducked" tag on player appropriately, don't knockback if crouched
Added KnockbackForce to PrimaryFire component https://files.facepunch.com/devultj/1b0511b1/sbox-dev_XzHXA3xpmV.mp4
Grenade projectile has a bit of lift when initially spawning
Added Sniper/Railgun and Shotgun weapons, and AimFovOffset property
Add DamageModComponent for Players, can scale incoming and outgoing damage
Added DamageModPickup
Add ArmorComponent, factor it in when taking damage
Show Armor on Info
Added Armor Pickups
Added Health Pickups
Added Mega Pickups
Fixed dash panel inheriting the same health related classes
Don't take ammo pickups if player's ammo is already at capacity
Added BasePickup
Add ammo pickups focused on being compatible with all current Boomer maps
Add Inventory.FindWeapon
Add dashes to HUD, added Mechanic ticks even when inactive, fixed dash recharge
Push the player up a bit when dashing
Remove Reloading mechanic
better jumping and dashing
Fixed Crosshair not being visible
Precache some weapon data stuff as well
Precache a bunch of Projectile info on resource load
Default Dash wish direction to Forward if we're not moving in any direction
Restored DashCount, dash effects
Add DashMechanic, effects next
Add Projectile.ClearZVelocity
slight walk controller tweak
Added artificial reload offset
Simulate projectiles lag compensated, before owning player moves
Add damage falloff curve for scaling damage / force over distance
Projectiles can have SelfDamageScale of 0, to completely disable self-damage
Fixed Projectiles passing through players, added NoDeleteOnExplode, added nail projectile for nailgun
Trace the Owner's AimRay when placing projectiles, so they don't go through geometry if against a wall
Give all weapons to players for now
Added Grenade Launcher, Rocket Launcher, Rocket Projectile - apply impulse for rocket jumping, add SelfDamageScale
Add basic manual physics for projectiles
Add a few more fields to Projectile Data, including ExplodeHitTags
Primary Fire module can define a projectile, projectiles setup from data, next up physics