reposbox-gunbuildercancel

66 Commits over 275 Days - 0.01cph!

4 Days Ago
Head and hand aligned grabbing system
4 Days Ago
API fixes, remote pickup is default behavior when grabbing (need to add a sensible range to this), fixed hand collider being invalid and breaking everything
4 Days Ago
Rotation offset for player hands
19 Days Ago
More texture mapping fixes
19 Days Ago
Don't view GrabPoint gizmos unless selected
19 Days Ago
Fix weird texture mapping on shooting range scene Update USP
20 Days Ago
Ignore .sbox/ Use human hands for gizmos sbproj update
9 Months Ago
Use max's new cool hands
9 Months Ago
Add LookAt component, pointing at the bouncing target
9 Months Ago
Hook up bouncing target button too Fixed other buttons being broke
9 Months Ago
Use actiongraph to add a couple of buttons that control the target's distance
9 Months Ago
Hooked up first moving target
9 Months Ago
Add shooting range target mat
9 Months Ago
Docs, more cleanup
9 Months Ago
Add BaseInteractable.FreezeMotion( bool ), more docs
9 Months Ago
Interpolate player pouch held transform
9 Months Ago
First rough version of player pouches
9 Months Ago
Loads of random work trying to make the interaction system less shit
9 Months 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)
9 Months Ago
Add IGrabbable interface, start implementing it properly
9 Months Ago
Hands can push objects out of the way now
9 Months 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
9 Months Ago
Fixed bullet ejection speed, big button in shooting range bone flag
9 Months Ago
Fixed up bone setup for mp5
9 Months Ago
Actually, use a prefab instead Removed unused spent shell prefab
9 Months Ago
Refactor bullets to hold info about spent state. Eject from chamber conditionally
9 Months Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
9 Months 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
9 Months Ago
Fixed the tables being flippable
9 Months Ago
Fixed weird grabbing behavior
9 Months 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)
9 Months 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
9 Months Ago
Implement trash remover component
9 Months Ago
Fixed NRE
9 Months Ago
Update shooting range
9 Months Ago
Convert some guns and mags to prefabs, laser pointer can be toggled with joystick down on held hand
9 Months Ago
Fix NREs when running outside of VR
9 Months Ago
Fixed some issues w/ attach points
9 Months Ago
Started work on a shooting range scene (https://files.facepunch.com/tony/1b0611b1/sbox-dev_XK299N0MPB.jpg)
9 Months 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)
9 Months Ago
Added BulletComponent, bullet interactable, ability to manually chamber a weapon chamber with a bullet, can load mags manually too
9 Months 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
9 Months Ago
Exchange weapon magazine bodygroups to reflect their current state (full, empty) Hooked up new mag components where necessary
9 Months 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
9 Months Ago
Redid how I implemented hand poses. Add HandPreset class, use HandPreset.Apply( SkinnedModelRenderer ) to apply, and can edit per-finger in the inspector
9 Months Ago
Very simple implementation of slide release blocking the weapon's ability to fire
9 Months Ago
Can customize recoil values Add more USP sounds
9 Months Ago
Integrate grab point events Add PointInteractabvle.ResetOnRelease - good for the USP's slide Push slide release system
9 Months 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
9 Months 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