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269 Commits over 92 Days - 0.12cph!

2 Months Ago
Recoil is smoothed, returns to zero Add gravity / jump power cards, list their effects in ICardDisplay
2 Months Ago
Reduced run speed, increased walk speed Can modify jump power, gravity scale, smoothed out movement inertia
2 Months Ago
Show state header on hud
2 Months Ago
Reveal player location by highlighting them if the round is taking too long
2 Months Ago
Feedback when hovering over, and selecting cards
2 Months Ago
Fade-in end-round UI so it's less abrupt
2 Months Ago
Different logic to dictate which cards we played in the current arena
2 Months Ago
Refactor card ownership so it doesn't get dropped over scene changes (because the owner would've disconnected)
2 Months Ago
Go back to prep phase for each half, so we play another card per arena round
2 Months Ago
Disallow spamming cards in prep phase Fixed showing every card when playing a card
2 Months Ago
Drop card inventory on scene changes, it's not needed
2 Months Ago
Why thank you for cleaning my code file
2 Months Ago
Rotate and translate cards in inventory
2 Months Ago
Use a different bullet tracer when we're using big bullets card
2 Months Ago
Health scale stat
2 Months Ago
Use nullable values in modifiers instead Add big bullets card
2 Months Ago
Bullet size can be modified by event Can also override bullet tracer FX
2 Months Ago
Headers for identifying each player's hand
2 Months Ago
Implement weapon modifier events, works for targeted card and global
2 Months Ago
Add PauseInPreparationPhase convar, rename double_speed prefab Define API for weapon modifiers
2 Months Ago
ICardDisplay
2 Months Ago
Sync the timer
2 Months Ago
Remove useless code, show timer in prep phase
2 Months Ago
Work on card ui Refactor card inventory ownership/networking
2 Months Ago
CardInventory
2 Months Ago
Cleanup
2 Months Ago
CardEffect, add testing card prefab Fixed MovementModifiers Update PreparationPhaseManager to create a random card (test)
2 Months Ago
Define cards
2 Months Ago
UI for half/round end state
2 Months Ago
Cinematic high hit is way too loud
2 Months Ago
Some networking fixes, implement halves. Initial round loop is implemented
2 Months Ago
Fix NRE on start
2 Months Ago
Simple basic recoil
2 Months Ago
Broadcast tracers Show health in hud
2 Months Ago
Player damage
2 Months Ago
Proper feedback if we're looking for a game
2 Months Ago
Hold the weapon in hold bone if we're proxy
2 Months Ago
This works I guess?
2 Months Ago
Make spawnpoint assignment deterministic
2 Months Ago
Actually set the player's position
2 Months Ago
If we can't find a lobby - make one Use your own clothes
2 Months Ago
Fixed player spawn assignment Menu styling
2 Months Ago
Quick nasty random lobby joiner util Fixed weapon code being ran non-locally
2 Months Ago
Don't perform round loop spawner if we're the editor
2 Months Ago
Phase sounds
2 Months Ago
Fixed HUD colors
2 Months Ago
UI styling
2 Months Ago
Docs, player HP, fixed round_loop prefab having two combat managers
2 Months Ago
Define OnPlayerSpawned - create PlayerSpawning component, which looks for an unoccupied spawn point
2 Months Ago
Start prep phase when enough players join Flow into combat