branchsbox-gunfight/maincancel

256 Commits over 31 Days - 0.34cph!

3 Hours Ago
Support Laser for 1911, updated aim offsets
3 Hours Ago
Updated AKM sight offset
3 Hours Ago
Make first weapon active alwayas
3 Hours Ago
Add Gamemode.CanPlayerRegenerate Restyled score panel https://files.facepunch.com/devultj/1b2611b1/sbox-dev_7pfMkeGIb8.png
4 Hours Ago
Hud adjustments
5 Hours Ago
Fix NRE in LaserSIght.UpdateEyeTrace
5 Hours Ago
Redo laser sight attachment tracing code
6 Hours Ago
Update laser sight model
Yesterday
Fix laser sights persisting when weapon isn't drawing
Yesterday
Updated FAMAS aim offsets, including Laser
Yesterday
Allow ADS while reloading
Yesterday
Add Weapon.HasAttachment<T> Add gunfight_crosshair_always_show debug convar Updated how ADS is done
2 Days Ago
Don't render crosshair if dev camera is active Decreased laser radius Fixed Famas world laser spot Decreased laser dot sprite size Laser shouldn't follow eye position if it's not the local player
2 Days Ago
Fixed Laser dot not showing
2 Days Ago
Fixed strange behavior with laser sight transforms
2 Days Ago
Added AimAttachmentStyle, first draft for overriding ADS with a laser sight https://files.facepunch.com/devultj/1b2411b1/sbox-dev_OI67deE338.mp4
2 Days Ago
Change laser direction if sprinting / sliding
2 Days Ago
Add WeaponAttachment.Mirror( VIewModel )
2 Days Ago
Fixed players not running FrameSimulate on ActiveChild
2 Days Ago
Use attachment rotation if reloading
2 Days Ago
Set up laser particles on laser sight
2 Days Ago
Weapon.FrameSimulate correclty runs FrameSimulateAttachments
2 Days Ago
Inform ViewModel when attachments are added/removed
2 Days Ago
Temporary asset for Laser Sight, attachments can override ViewModel aim transform
2 Days Ago
Started API for Weapon Attachments
3 Days Ago
Added holster anims to all guns
3 Days Ago
Updated MP5 anim graph to support holstering
3 Days Ago
Fixed NRE with CoverAimMechanic.DoVisualEffects
3 Days Ago
Yet some more crosshair editing
3 Days Ago
Adjusted Crosshair setup
3 Days Ago
Added WallInfo.AbsoluteHeight, fixed Vaulting
3 Days Ago
Show WallHeight traces if BasePlayerController.Debug is on
3 Days Ago
Increased recoil scale penalty for firing while moving ApproximateWallHeight will only iterate up to 20 times. Before it would be iterating hundreds, if the wall was massive. ApproximateWallHeight will correctly calculate the height of a wall, relative to the player's location Mantle: Duck the player if wall height is low enough
3 Days Ago
Moved Player weapon code into its own partial class
3 Days Ago
Added CanChangeWeapon, queue weapon switches
3 Days Ago
Fixed revolver animgraph holster anim
3 Days Ago
Update state order and removed debug print
3 Days Ago
Add fallback pickup label hint, no more `[E] object`
3 Days Ago
Changing weapon isn't immediate, added holster state to animgraph
3 Days Ago
Removed auto weapon switch when empty
3 Days Ago
Removed SimulateView
3 Days Ago
R870: reload time decreased by more than half
4 Days Ago
Fast firing penalty for the Revolver https://files.facepunch.com/devultj/1b2211b1/sbox-dev_5pOf2NFcw9.mp4
4 Days Ago
Updated Revolver to include spread
4 Days Ago
Added weapon accumulated spread. Shown visibly on the ViewModel
8 Days Ago
Project backwards with penetration, so bullet holes are on both sides of a wall https://files.facepunch.com/devultj/1b1811b1/sbox-dev_XH4xFVufKB.mp4
8 Days Ago
Ricochet impacts & trails https://files.facepunch.com/devultj/1b1811b1/sbox-dev_tbJXwJSPxP.mp4
8 Days Ago
Adjusted viewmodel weights for all weapons
8 Days Ago
Removed strange sprint walkbob offset, updated revolver walk bob
8 Days Ago
CapturePoint responds to player deaths