4,599 Commits over 976 Days - 0.20cph!
Add CameraModifier, ScreenShake.Pitch
Detect falls by comparing ground from last frame, see if it was a big fall and penalize the player for it.
Scale viewbob from player speed
Add viewbob, increase walkbob when sprinting
Start killing player controller
Upped footstep volume as well as increased frequency
Take note of when the player stopped sprinting
Introduce PostSprintAttackDelay, to disallow attacking straight after exiting sprint
Apply pitch and roll offset to the weapon when looking up / down
https://files.facepunch.com/devultj/1b0311b1/sbox-dev_WV7fblsLqD.mp4
Reorganized primary attack checks so it's consistent for each fire mode
Decrease diagonal sprint speed, disallow sprinting backward
Crude method to disable aiming while reloading
More progress on viewmodel aim system, almost nailed it now.
Weapon attachment changes
ADS, Ducking & Player Speed all modify a weapon's recoil
Hooked up bullet values to weapon defs
Add ViewModel recoil with separate scaling and recovery factor
Fixed incorrectly calculated recoil
Synchronize recoil valus since they're predicted
Simple, weapon-contained recoil steup
Fixed another NRE on death
Originate sounds from owner instead of the gun
Added knife weapon.. yes I know it shoots bullets.
Fade out crosshair while ADS
Lowered tickrate
Pass player's speed into crosshair
Remove code guns, they're not used now
Set up basics for generic crosshair types
Clip Size, Reload Time, Ammo Type all defined by resource
Add a chatbox hint for now when the player switches fire mode
Weapons can define supported firemodes, can cycle firemodes with Voice key
Re-hooked up shooting, gun sounds, added firemodes
Simplified inventory system, use defined weapon slots
Work dump for resource-defined weapons
Moved AssetList "New Folder" down to be consistent with the asset list's tree context menu.
Add current directory shortcut to asset folder node context menu
Update asset browser when refreshing/making new folders, add Refresh option to folder context menu
Don't ADS while sprinting, don't allow shooting while sprinting
Scale down avoidance significantly when ADS
Weapons can define their own object avoidance stats
Only apply crouch lerp if not aiming
Add PlayerController.IsAiming and WishSprinting
Cleanup, hook up aim state
Renamed ShooterWeapon, adjusted MP5 and R870 stats
Add weapon asset files (incl. source)
Tweaked walkbob, fixed controller ref
Added ViewModel.CrouchAngleOffset
https://files.facepunch.com/devultj/1b3111b1/sbox-dev_aE3dqIGxGp.mp4
Messy viewmodel prototyping
Add .gitignore, force remove cache
Renamed and used new weapon assets
Hide template list even if there's just one template. It'll be auto-selected anyway.
Hide project template list if there aren't any to use. Added a few comments.
Killed old C++ filter code, added Game.ShouldConnect
- Gutted out network filter code in favor of controlling incoming connections in C#.
- Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans` - probably a few more too.
- Added `bool Game.ShouldConnect( long playerId )` - returning false here will reject the incoming connection before the client entity is created.
Bit of documentation, renamed INetworkServer.Connect to ShouldConnect
Remove unused NetworkClient.Connect
Renamed OnConnect to ShouldConnect