88 Commits over 31 Days - 0.12cph!
Satchel charges can blow up from damage which'll override the attacker
Rat can roam around while they don't have a target, implement Rat.Friend so it doesn't attack its owner
Don't need these interfaces for BeamComponent
Cleaned up the gluon and fixed fucked up effect
Fixed WorldModels not getting created for a bunch of weapons :/
Reduced warmup text size
A couple of NRE fixes
Cycle spawn cameras less frequently, add time display to hud that isn't the debug text
Make Draw2DTest use a CommandList, VrForward -> Forward
Add hand grenade pickup to quicktest to test an issue
Start cleaning up attack code - unified attack events to be more explicit
Add a bunch of pickups to quicktest
Don't re-equip the same weapon in SwitchWeapon
OnPlayerKilledPlayer validation
Fixed warnings in HornetGunWeapon
Added player gibbing, damage system wrapped in TraceAttackInfo.From( tr, ... ), added DeathmatchDamageInfo [temporary, I wanna see what we need to add before thinking about merging to DamageInfo]. Explosions will create every gib.
https://files.facepunch.com/devultj/1b2211b1/sbox-dev_3gY6EMu0Bd.mp4
Add BaseWeapon.DeployTime, resolves #86
Add data annotations to GameConfig
Add Crowbar hit sound
AmmoResource is not null fix in Pickup
Removed WeaponModel.BeamEffect, any notion of beam effect from base weapon - this lives in GluonWeapon, responding to events
Removed some logs
Rename OwnerPlayer() to Owner, add some comments
Update rat death prefab to use new version of impactfleshmist
Show a countdown on the scoreboard when we're in results stage, resolves #83
Same throw position code for RPG
Add icon to crossbow bolt projectile
Fixed shotgun and mp5 default clip sizes
Unify headshot damage, add gameplay config for it
Buff Python damage to 50 (was 12)
Added `sbdm.bots.notarget`
Fixed projectiles not carrying over correct kill icons, added proper icons for rpg projectile, mp5 projectile
HornetProjectile sound can be null, remove the sound but keep the code there because the RPG noise is crazy loud for a fish
🤦🏻 - fixed CrossbowWeapon projectile direction, resolves #77
Fixed another tripmine error when there's no parent
Play third person attack animations where relevant, resolves #80
Fixed kill feed row height, resolves #79
Add weapon icon to kill feed entries
TimedExplosive -> Explosive (updated prefab refs too)
Hook up ammo resource to grenade pickup
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
Die if we dip below 1 health, ceil health on hud, resolves #73
Add scorch to explosions
Reduced shell bounce sound range significantly
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel
Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy
Don't need these
Add component that plays only self collision sounds, add to bullet eject prefab
Get rid of the game / overlay render code in ViewModel because it's fucking up some of the guns (ones we're using mp5 anims for)
Use Application.IsDedicatedServer wherever we were using IsHeadless before
Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working
Fixed renderer viewmodel logic
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay
Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
Adjust shotgun punch and shake, don't eject 12 casings per shot
Python: Add shoot delay only if we can shoot
Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon
Add Shotgun, incremental reloading, reload cancelling option
Add voices UI, tweaked voice transmitter properties to not be worldspace
Don't do effects if we're the server in many cases
Rat: if on ground, keep pitch at 0