reposbox-gunbuildercancel

57 Commits over 30 Days - 0.08cph!

5 Days Ago
Hook up bouncing target button too Fixed other buttons being broke
5 Days Ago
Use actiongraph to add a couple of buttons that control the target's distance
5 Days Ago
Hooked up first moving target
5 Days Ago
Add shooting range target mat
5 Days Ago
Docs, more cleanup
5 Days Ago
Add BaseInteractable.FreezeMotion( bool ), more docs
5 Days Ago
Interpolate player pouch held transform
6 Days Ago
First rough version of player pouches
6 Days Ago
Loads of random work trying to make the interaction system less shit
6 Days Ago
Add ability to force-grab stuff if you're holding the trigger before grabbing (https://files.facepunch.com/devultj/1b0911b1/sbox.2024.05.09.15.44.52.mp4)
6 Days Ago
Add IGrabbable interface, start implementing it properly
6 Days Ago
Hands can push objects out of the way now
6 Days Ago
Programmatically remove grab point from bullet prefab if spent Apply angular velocity to ejected bullets, support IDamageable Implement IDamageable to FlipUpTarget Interactable: Use secondary grab point's up vector for Rotation.LookAt, so we can roll with our secondary hand Update shooting_range
6 Days Ago
Fixed bullet ejection speed, big button in shooting range bone flag
6 Days Ago
Fixed up bone setup for mp5
6 Days Ago
Actually, use a prefab instead Removed unused spent shell prefab
6 Days Ago
Refactor bullets to hold info about spent state. Eject from chamber conditionally
7 Days Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
7 Days Ago
Fixed up the USP's attachment points Crude version of ejecting casings when shooting, and when pulling slide back manually Should've fixed PostDeserialize error for mags
7 Days Ago
Fixed the tables being flippable
7 Days Ago
Fixed weird grabbing behavior
7 Days Ago
Added building pieces for TriggerInteractable Add big_button.vmdl_c, version of our button that has bones Added hover interaction type, doesn't require input at all (https://files.facepunch.com/devultj/1b0811b1/sbox.2024.05.08.12.02.09.mp4)
7 Days Ago
Add MovingTarget component Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination) Added FlipUpTarget Add flip up target sound, docs
7 Days Ago
Implement trash remover component
7 Days Ago
Fixed NRE
7 Days Ago
Update shooting range
8 Days Ago
Convert some guns and mags to prefabs, laser pointer can be toggled with joystick down on held hand
8 Days Ago
Fix NREs when running outside of VR
8 Days Ago
Fixed some issues w/ attach points
9 Days Ago
Started work on a shooting range scene (https://files.facepunch.com/tony/1b0611b1/sbox-dev_XK299N0MPB.jpg)
10 Days Ago
Add weapon chamber sound event Same for mags Minor bug fixing Scene update Add extremely basic player movement component, and player look component (using snap-look)
10 Days Ago
Added BulletComponent, bullet interactable, ability to manually chamber a weapon chamber with a bullet, can load mags manually too
11 Days Ago
Added weapon chamber system, mp5 bolt feeds from mag somewhat realistically. Bullets stored as individual objects, with goal of being able to fill up mags / chamber guns manually
12 Days Ago
Exchange weapon magazine bodygroups to reflect their current state (full, empty) Hooked up new mag components where necessary
12 Days Ago
Add hack to adjust angles of a point interactable if it's at 1 Added ability to slap the slide of certain weapons (MP5) (https://files.facepunch.com/tony/1b0311b1/slap_vr.mp4) Add Hand.Velocity, calculate velocity Add Interactable.MassScale Update prefabs
12 Days Ago
Redid how I implemented hand poses. Add HandPreset class, use HandPreset.Apply( SkinnedModelRenderer ) to apply, and can edit per-finger in the inspector
12 Days Ago
Very simple implementation of slide release blocking the weapon's ability to fire
12 Days Ago
Can customize recoil values Add more USP sounds
12 Days Ago
Integrate grab point events Add PointInteractabvle.ResetOnRelease - good for the USP's slide Push slide release system
12 Days Ago
New sounds Hand collects a hash set of eligible grab points, and picks the closest one when gripping (fixes jank where you'd grip and nothing would happen) Mark Sync/Broadcast on some things in Weapon
12 Days Ago
Added LaserPointer component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_dmbhFl6YT6.mp4) Implement point interactables. Not using animation, this turned out to be more work than necessary for now. https://files.facepunch.com/tony/1b0311b1/sbox.2024.05.03.08.43.17.mp4
14 Days Ago
Add BaseInteractable, moved some common stuff into there. Added WeaponPartInteractable, in preparation for being able to interact with the MP5's charging handle
14 Days Ago
Can attach while already attached (detaches old attached object) Add very basic recoil to weapons
14 Days Ago
Removed some code that was shit, when attaching something, raise attach dot threshold
14 Days Ago
Cleanup, documented all classes and properties
14 Days Ago
Can dry fire a weapon, detach mag with B button of held hand Weapons are a bit more weighty
14 Days Ago
Can detach attachables from attachment point Add detach sounds More work on attachbles feel Add events for when stuff gets attached to interactables, weapon is an interactable - can only fire when magazine is attached and has ammo
14 Days Ago
Improve accuracy of placing interactables in your hands
14 Days Ago
Fixed error when not running in VR mode
15 Days Ago
Few tweaks, another m4 loadout and non-operable spaghelli