branchsbox-deathmatch/maincancel
332 Commits over 92 Days - 0.15cph!
Add warnings for invalid icons in Feed - should be able to track this down now
Death messages are in everyone's console
Add networkable version of suppressing pickup notices
Up the pitch of the grenade clang sound, lot better
Add trail to thrown hand grenade
Hornet gun tweaks (fire rate 0.15 -> 0.35), can hold left mouse to fire, turbo mode (0.15 -> 0.2)
Doubled footstep volume as a first step, let's see how that sounds next test
Take a pass at pickups, increased collider sizes across the board
We don't care about spectating old corpses once we respawn
Reduced range for item_respawn snd
Shotgun tweaks: Reduced pellets (12 -> 4), Alt attack (12 -> 8), Damage (12 -> 25), Base spread (12,8 -> 8,4)
Crowbars don't pass hitboxes (so no headshot damage multiplier)
Damage reduction if spamming with the crowbar
Don't try to do killfeed on dedicated server
Discard ThrowProjectile if the player's already dead
Add m700 sight to its viewmodel
Movement roll is disabled if view bobbing setting is false
Support ViewModel aim_pitch_inertia and aim_yaw_inertia properties
Protect against feed error
Fixed NRE if win detection happens on an empty dedicated server
Tag projectiles, explosions, damage with the instigating playerId so dead/respawned players can still get their kills
Spawn tripmines on host
Trigger IPlayerEvent.OnSuicide in all cases
Fixed up crossbow hand placement / world scale
BaseWeapon.StartingAmmo can be used with `UsesClips` for weapons we want to grant extra ammo to on pickup
Tweak the gluon gun's damage (30 -> 7.5), and reduced initial starting ammo (80 -> 50)
Sync ammo (first step)
Add PlayerData.AddStat, host-only method that is RPC'd to the player
Record simple kills and deaths stats
Don't need this - it already exists
Left in debug line oops
Make damage event flow more explicit with correct damage values, keep DamageInfo on server
Network tripmine explosions!
GameManager.OnDeath safety
Damage types should be tags
Shooting a tripmine will pass thru the gun as the weapon
Fully populate TraceAttackInfo where we can, fix origin/position being backwards
Do blood splatter on damage, gib
Reparent blood_explosion so DestroyAfterSeconds removes the whole object
Missing pickup sound on gauss ammo
Hornet tweaks
- increase damage, lifetime, detection radius
- decrease speed (except alt fire), fire rate
- idle swim behaviour
Crossbow pickup gives you the crossbow, up starting ammo
Build killfeed entries thru code, show icons for headshots
Killfeed suicide icon
Killfeed explosion icon
Swap some weapon icons for consistency/readability
Health/armour pickup sfx
Don't spatialise our pickup sounds
Add Explosion.SpawnEffect
Give all explosions scorchmark decals, triplanar mapping
Add cleardecals cmd
Pressing Attack2 will also cancel reload
DeathmatchDamageInfo defaults
Gluon gun uses damage proportional to how much time has actually passed relative to interval
Buff hornet projectile speed
Crank up gluon beam damage, do first inflict tick immediately
Discard ShootEffects if the player's already dead
Implement explicit damage types - crush, bullet, explosion, generic - so we can ragdoll and gib correctly
Show scoreboard ping in ms
PlayerData.Ping pulls from Connection.Ping instead of syncing from host now we can do that
Steamline OnDeath events a bit, highlight killfeed events involving us
Discard TraceAttack if the player's already dead
Update some cloud assets, ViewModel uses two handed mode by default
Added grenade impact sound, use SelfCollisionSound
MP5 / USP sound adjustments
Datacore: Add a few more DSP volumes
Datacore: Added a couple of DSP volumes, moved the Rat into a spot that makes more sense - it's not the same as HL1 but that spot is mental
Disable spatial blend on weapons we are shooting
Pass weapon through to suicide event, can see how you killed yourself
Revert "Improve player spawn performance" so we can optimize for go clone/creation performance
This reverts commit 318474ee16bf9e057c1e8fbc8e2ee7877cf4dcd2.
Improve player spawn performance, by enabling/disabling player go instead of destroy/create
Before:
Function Name: GameManager.SpawnPlayer
Number of Functions: 22
Average: 9ms 448µs
Median: 8ms 353µs
After:
Function Name: GameManager.SpawnPlayer
Number of Functions: 21
Average: 4ms 945µs
Median: 4ms 870µs
Improved shotgun worldmodel orientation