930 Commits over 639 Days - 0.06cph!
Remove ununsed code, fix lighting on main scene
Update .gitignore
Set up using viewmodel camera layer
Add GameNetworkManager, handle player creation there
Add PlayerLoadout component, responsible for spawning weapons on a player
Create PrefabUtility, while I figure out the best way to approach this
Add accessor to get player's weapon from player controller
For now, move the viewmodel to be right on the camera
Add Weapon.HoldType, GetHoldType
Expose hold type to player controller
Add Duck, don't rotate body to velocity, always use eye angles
Add property for hiding the body
Disable the camera if we are proxy
Add CitizenAnimationHelper, hook up PlayerController stuff (from testbed), add custom message to ComponentNotFoundException
Cancel out pitch when building velocity, clamp EyeAngles pitch
Write a bullshit weapon component class
ViewModel class
Add CameraController, hook up PlayerController to CharacterController, add ComponentNotFoundException
Add Client
Expose Client properties so I can see them in the editor
Update .gitignore
Add testing scene
Create WeaponDataResource to hold basic info & prefabs for weapons
Tidy up ready to start on scene stuff
Play around with inertia easing
Add ViewModelSetup.InertiaDampening property
Remove debug log :flushed:
Part of inertia w/ dampening (aim_yaw_inertia, aim_pitch_inertia)
Merge branch 'main' of sbox-gunfight
Edited MP5 properties to account for new anim stuff
Set up b_sprint parameter in prep for max's sprint anims
Use GunfightCamera.Target everywhere so spectating is more accurate
Support loadout system working without a gamemode set
Fixed friendly fire error when not playing on a gamemode
Give bots the default loadout
Try pieceing together the spectator system
Show return button on all pages of class modal
Fixed up thirdperson mode
Fixed a bunch of other NREs found from the errors page on AP
Fix WeaponViewer NRE
Fix FFAGamemode.OnGameStateChanged NRE
Fix GameStatus NRE
Can't aim while holstering
Add holster angle offset, reduced time taken to switch to your sideram
Fixed FFA error spam
Try to make sliding a bit more snappy, add slide cancelling :grimacing:
Save custom class when setting it as an active class
New class modal style
https://files.facepunch.com/tony/1b0311b1/sbox-dev_6CDGC1kRXe.png
Don't allow multiple attachments to be active if they're in the same category
Redo team scoring system, should fix winner decision logic. Remove use of INetworkSerializer while we're at it
Add WeaponViewer.FlipYaw, use for KillFeedEntry
Redone KillFeed to provide clients and weapon info, use WeaponViewer to show weapon image instead of name, add IsHeadshot
Assume a death that isn't from a weapon as suicide for now
Add WeaponDefinition.EmptyReloadTime
Loading screen adjustments
Fixed GunfightWeapon NRE on death
Sorted out ammo text wrap bug
Changed SwitchWeapon action bind from Q to 2
Fixed loadout sys starting the player on their secondary weapon
Fixed Loading Screen not fetching map correctly - also support finding map from Game.Server.MapIdent
Fixed holster fucking up weapon deploy on next respawn
Reduced base menu UI scale
Add MatchmakingSystem.CreateLobby, add quick-start to matchmaking page
GameServerFrame low-res improvements
Trace from eyepos to vault end pos to make sure we can't jump through world geometry and shit like that
Make player loadout assignment safer
Set b_empty param properly on all weapons
Reduced annoyance of player movement sounds / weapon switching sounds / jump and land sounds
Improved button style & hover state of WeaponCard
Show selected class clearly
Class Modal style update