647 Commits over 396 Days - 0.07cph!
Updated to Input Actions, update events
Grey out weaponlist entries that don't have a valid weapon
UI refactor - fixed NRE from kill feed, fixed player awards panel persisting
Asset compile
Updated shader with the new features added to shadergraph
https://files.facepunch.com/louie/1b0511b1/sbox-dev_LQpZHjYzau.png
Reapply emission + small clean up
More messing around with toon effect
https://files.facepunch.com/louie/1b2211b1/sbox-dev_SqQBfrGgAz.jpg
added white highlight to emission
https://files.facepunch.com/louie/1b2211b1/sbox-dev_AT4ROcdV0v.png
Lets use cool shadergraph shaders now
https://files.facepunch.com/louie/1b2211b1/sbox-dev_EmvsJ8DfUx.png
Iterate through shoot components and add hints instead of doing shit manually
Fixed up shooting component, shotgun has two shoot components
Killed off WeaponData entirely
Add ViewModelComponent to set up ViewModel when the weapon's deployed, cleanup. Made WeaponData obsolete
Add ViewModelPath, set up ViewModel correctly
Add PrefabSystem.GetPrefabsOfType
Try spawning weapons through prefabs
Work on cutting out useless structs, replace with properties in components instead
Use [Model] for weapon pickups
Added RPG pose and HoldTypePose to WeaponData
Restored Teleport Volumes, added Point Markers
Restored jump pads to their former glory
Aim Component will also create secondary fire input hint
Revert "Fixed weapon ammo not showing for non-active weapons, don't bother deactivating the components"
This reverts commit aedf1cf1dfbf518334ce3077e8ce0ed69c1672ba.
Introduce includeDisabled param to Weapon.GetComponent, look for disabled Ammo component where needed
Moved KillFeed files into own directory
Add boomer.kill event, send it to everyone when someone gets killed by a player
Adjust nailgun icon color
Add WeaponData.KillMessages, GetRandomKillMessage
Boilerplate Kill Feed components
Upped opacity of unequipped weapons on WeaponList
Set up some kill messages
Reduced mouse delta ui translation significantly, it was making me feel sick
Added player awards, killing sprees https://files.facepunch.com/devultj/1b2311b1/sbox-dev_HUJhvqN9su.jpg
Add player awards UI component
Set fallback award icon, fixed Beyond Godlike not displaying a Description
Fixed weapon ammo not showing for non-active weapons, don't bother deactivating the components
Accumulate mouse delta and translate the game's root panel a little bit https://files.facepunch.com/devultj/1b2311b1/sbox-dev_fPa5hkXL2E.mp4
Simplified InputHint, use InputButton directly instead of Enum.GetValue
Updated Weaponlist styling
https://files.facepunch.com/louie/1b2011b1/sbox-dev_kjBXWPbBH6.png
Work on WeaponList razor component
Updated Ammo icons thanks to @lewisainslie
Group cooldowns for shoot/secondary shoot mechanic
Added separate jump sound for double jump
Lower starting slide boost
Changed slide to be continuous
Add quick cooldown to Slide
Changed slide action to Duck
Removed ISingletonComponent from Shoot
Add SecondaryShoot component, Shotgun uses this. Not a fan of how it's written though
Adjusted player movement, fixed slide sound