branchsbox-twinstick/maincancel
58 Commits over 122 Days - 0.02cph!
Fixed being able to boost when dead
Fixed initial rotation delay for projectiles
Fixed UI absolute/relative issues
Adjustments to boost mechanic
Bullets point towards lerped direction, not raw input
Fixed projectile collisions being funky, disable main collider properly
Implement haptics for shooting
Trigger haptics when taking damage
Start on pickup system, refactor shooting a bit to support haptics
Shield effects tint based on its current power
Use controller color for player's world panel
Add Rick's spaceship model
Fixed bullets colliding with dead players, collision problems w/ players
Don't show health bar if at max
Add ability to scope input hints
https://files.facepunch.com/devultj/1b1811b1/sbox-dev_05o2cfn6aa.png
Add player damage FX, health bar
Add TryUnstuck to Player movement
Don't use 4 players lol
Refactor projectiles to not require a collider
Add GameStateManager.PlayerCount for debug
Refactor player movement a bit, turn rate does stuff now, boost reduces turn rate drastically
Extend projectile lifetime when a shield deflects
Projectile colors are based off player color (https://files.facepunch.com/devultj/1b1711b1/sbox-dev_mphdzgYk4J.mp4)
Refactor shields to be directional, 90 degree angle coverage
Add shooting hint
Add input hints for all mechanics
Include System in Assembly.cs
Add some boilerplate for differentiating local vs non-local players (for multiplayer later)
Minor fixes, can't shoot while shield is up
Add ability to toggle between twinstick movement and face-velocity movement
Don't start the game automatically when everyone's ready, let them press a button
Add boost thrusters to player
Shield is continuous instead of toggle
Use other speeder model
Re-add ship exhaust FX (lost them somehow)
Add particle to bullet projectile & player exhausts
Add OnPlayerSpawned event
Can reflect projectiles off shield components
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields
Add twinstick_debug_health
Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner
Add some Actions to ShieldComponent
Add basic damage system, IDamageListener
Add ShieldComponent, reject damage if shield is active
Add homing projectiles (https://files.facepunch.com/tony/1b1611b1/sbox-dev_HxO746PgRX.mp4)
Fixed laser shooting sound path
Control player colors from PlayerManager instead of multiple times in multiple places
Add HealthComponent.LifeState, add ILifeStateListener, add ability for players to die (soft death, disable renderer, collision, input)
Get rid of player's extra box collider
Projectile collision event, projectile damage, health component
Paint highlight outline on players instead of tinting them
Add some UI sounds, TimedDestroyComponent, destroy projectiles if Lifetime > 0
Set player color based on player id, ready up will only scope input up to the max controller count
Add CameraManager script that tries to keep all active players on the screen