branchsbox-gunfight/maincancel

893 Commits over 639 Days - 0.06cph!

2 Years Ago
Fixed Laser dot not showing
2 Years Ago
Fixed strange behavior with laser sight transforms
2 Years Ago
Added AimAttachmentStyle, first draft for overriding ADS with a laser sight https://files.facepunch.com/devultj/1b2411b1/sbox-dev_OI67deE338.mp4
2 Years Ago
Change laser direction if sprinting / sliding
2 Years Ago
Add WeaponAttachment.Mirror( VIewModel )
2 Years Ago
Fixed players not running FrameSimulate on ActiveChild
2 Years Ago
Use attachment rotation if reloading
2 Years Ago
Set up laser particles on laser sight
2 Years Ago
Weapon.FrameSimulate correclty runs FrameSimulateAttachments
2 Years Ago
Inform ViewModel when attachments are added/removed
2 Years Ago
Temporary asset for Laser Sight, attachments can override ViewModel aim transform
2 Years Ago
Started API for Weapon Attachments
2 Years Ago
Added holster anims to all guns
2 Years Ago
Updated MP5 anim graph to support holstering
2 Years Ago
Fixed NRE with CoverAimMechanic.DoVisualEffects
2 Years Ago
Yet some more crosshair editing
2 Years Ago
Adjusted Crosshair setup
2 Years Ago
Added WallInfo.AbsoluteHeight, fixed Vaulting
2 Years Ago
Show WallHeight traces if BasePlayerController.Debug is on
2 Years 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
2 Years Ago
Moved Player weapon code into its own partial class
2 Years Ago
Added CanChangeWeapon, queue weapon switches
2 Years Ago
Fixed revolver animgraph holster anim
2 Years Ago
Update state order and removed debug print
2 Years Ago
Add fallback pickup label hint, no more `[E] object`
2 Years Ago
Changing weapon isn't immediate, added holster state to animgraph
2 Years Ago
Removed auto weapon switch when empty
2 Years Ago
Removed SimulateView
2 Years Ago
R870: reload time decreased by more than half
2 Years Ago
Fast firing penalty for the Revolver https://files.facepunch.com/devultj/1b2211b1/sbox-dev_5pOf2NFcw9.mp4
2 Years Ago
Updated Revolver to include spread
2 Years Ago
Added weapon accumulated spread. Shown visibly on the ViewModel
2 Years 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
2 Years Ago
Ricochet impacts & trails https://files.facepunch.com/devultj/1b1811b1/sbox-dev_tbJXwJSPxP.mp4
2 Years Ago
Adjusted viewmodel weights for all weapons
2 Years Ago
Removed strange sprint walkbob offset, updated revolver walk bob
2 Years Ago
CapturePoint responds to player deaths
2 Years Ago
Decreased ping lifetime if not enemy / resource
2 Years Ago
Fixed enemy ping persisting across lives
2 Years Ago
Give crosshair a dot Fixed pickup triggers accepting traces while actively held by a player
2 Years Ago
Add PingSystem.GetLifetime, use that for deferred ping cleanup
2 Years Ago
Remove ping if ping's tagged entity has a parent now
2 Years Ago
Can ping weapons, triggers call to parent for pings
2 Years Ago
Add simple pinging system, needs sounds
2 Years Ago
Cleaned up unused VaultMoveMechanic code Pass current bullet count into DoTracer, originate from muzzle if first bullet pass Merge branch 'main' of sbox-gunfight
2 Years Ago
Hud Location
2 Years Ago
Remove MeleeWeapon. Got plans for this in the future.
2 Years Ago
Give ViewModel a flat FOV, for users who play at ridiculous FOV
2 Years Ago
Try to handle aim vs non-aim viewmodel states better.. this is all a big mess
2 Years Ago
Delete all loose weapons on the ground when map gets cleaned up Mess with tickrate some more Added WeaponDefinition.FindFromSlot, WeaponDefinition.Random( list ) Instead of hardcoded randomizer, use new methods to randomize loadout outside of Gunfight mode