4,599 Commits over 976 Days - 0.20cph!
Fixed PlayArea causing a HealthComponent assert (we were calling this on non-host clients)
Remove player friction stuff, derive from surfaces instead
Fixed scoped weapons keeping aiming tag when ending scoped state
Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again
Use equipment flags for aiming instead of half tags, half flags
Client.Kick functions as intended
Update m700 package
Update .gitignore
PlayerState -> Client
Use M700 with arms
Made improvements to MoveModeDefault so we're not struggling up ramps
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
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
Add Reset to Default button in GameSettingsModal
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Implement GameSettingsModal
Add GameSettingsEntry.Default since we'll want to give the controls default values
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
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
Re-saved out impact.flesh.mist to fix up refs
Amend MoveMode.IsStandableSurace typo, though I can't Obsolete the old one without an error
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)
Fixed p2p lobby clients not being able to connect to lobbies
Don't view GrabPoint gizmos unless selected
When publishing an asset with IncludeSourceFiles, seek the asset and its dependencies for input dependencies (should include animgraph animations, texture source files)
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 connecting/connect rejection messages not using correct Name/SteamId
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)