branchsbox-deathmatch/maincancel
176 Commits over 61 Days - 0.12cph!
Added player gibbing, damage system wrapped in TraceAttackInfo.From( tr, ... ), added DeathmatchDamageInfo [temporary, I wanna see what we need to add before thinking about merging to DamageInfo]. Explosions will create every gib.
https://files.facepunch.com/devultj/1b2211b1/sbox-dev_3gY6EMu0Bd.mp4
Add BaseWeapon.DeployTime, resolves #86
Add data annotations to GameConfig
Add Crowbar hit sound
AmmoResource is not null fix in Pickup
Removed WeaponModel.BeamEffect, any notion of beam effect from base weapon - this lives in GluonWeapon, responding to events
Removed some logs
Rename OwnerPlayer() to Owner, add some comments
Update rat death prefab to use new version of impactfleshmist
Dry fire + auto-reload if trying to shoot an empty gun
Move vitals drawing over to hud painter
Show a countdown on the scoreboard when we're in results stage, resolves #83
Same throw position code for RPG
Add icon to crossbow bolt projectile
Fixed shotgun and mp5 default clip sizes
Gauss fires charged shots even if ammo is low
Tripmine: use broadcast GiveAmmo instead of SetAmmoCount
Grenades spawn closer to player, check throw position to make sure they don't spawn through walls/floors
Make sure the player actually has a tripmine on pickup
Null check everything
Simplify health/armor pickups
Unify headshot damage, add gameplay config for it
Buff Python damage to 50 (was 12)
2d sdf lines, rects, arcs with analytical anti aliasing (lines are most complicated, other shapes are easy, no instancing yet, can be collapsed into 1 shader for every shape)
Added `sbdm.bots.notarget`
Fixed projectiles not carrying over correct kill icons, added proper icons for rpg projectile, mp5 projectile
HornetProjectile sound can be null, remove the sound but keep the code there because the RPG noise is crazy loud for a fish
🤦🏻 - fixed CrossbowWeapon projectile direction, resolves #77
Fixed another tripmine error when there's no parent
Play third person attack animations where relevant, resolves #80
Fixed kill feed row height, resolves #79
Add weapon icon to kill feed entries
placeholder icons for gluon and hornet
Reflect hornet on collision
TimedExplosive -> Explosive (updated prefab refs too)
Wip HornetGun
40mm ammo prefab
Hook up ammo resource to grenade pickup
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
Host should periodically update the ping value of PlayerData (Fixes Facepunch/sbox-deathmatch#74)
Die if we dip below 1 health, ceil health on hud, resolves #73
Ammo bolts
Fix crossbow item using wrong model
Add scorch to explosions
Reduced shell bounce sound range significantly
Add sbdm.maxdecals
Throw assert if calling GetAmmoCount with null AmmoResource
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel
Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy
Don't need these
Aa some movement tests to quickscene
Tweak player movement
Only auto-destroy the Player if we're the host - ensures game state is right
Add component that plays only self collision sounds, add to bullet eject prefab
Get rid of the game / overlay render code in ViewModel because it's fucking up some of the guns (ones we're using mp5 anims for)
Don't pick up gun item if we have max ammo
Ammo is a game resource now
Give gluon with giveall
Tripmine clip contents starts as 1
Use Application.IsDedicatedServer wherever we were using IsHeadless before
Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working
Fixed renderer viewmodel logic