* Start adding flashy flash
* Change slop
Might give a smoother decline
* flashy flash
* Add flashbang and flash projectiles
Bang bang bang pull my flash trigger
* Add collision check to area flash
* Flash cleanupo
* flash.ogg mixed to mono
* Adjusted flash curve again
* Enhancing flashes with unshaded and lights and shit
Still a WIP
* Add the other ballistic gun types
Re-organised some of the gun stuff so the powercell guns share the shooting code with the ballistic guns.
* Re-merging branch with master
Also fixed some visualizer bugs
* Last cleanup
Fixed some crashes
Fixed Deckard sprite
Fixed Hitscan effects
Re-applied master changes
Re-factor to using soundsystem
Add some more audio effects
* Cleanup flashes for merge
Can put flashbangs in lockers so you don't get blinded
Fix some bugs
* Fix shotties
Also removed some redundant code
* Bulldoze some legacycode
brrrrrrrrt
* Fix clientignore warnings
* Add the other Stunnable types to StunnableProjectile
* Some gun refactoring
* Removed extra visualizers
* All casing ejections use the same code
* Speed loaders can have their ammo pulled out
* Bolt sound less loud
* Stop ThrowController from throwing
* Fix speed loader visuals
* Update hitscan collision mask and fix typo
* Cleanup
* Fit hitscan and flashbang collisions
* Use the new flags support
* Update taser placeholder description
* Update protonames per style guide
* Add yaml flag support for gun firerates
* Cleanup crew
* Fix Audio up (components, audio file, + remove global sounds)
* Add server-side recoil back-in (forgot that I was testing this client-side)
* Add Flag support for fire-rate selectors
* Wrong int you dolt
* Fix AI conflicts
Haha ranged bulldozer go BRR
(I'll rewrite it after the other AI systems are done).
* Mix bang.ogg from stereo to mono
* Make sure serializer's reading for guns
Fixes integration test
* Change EntitySystem calls to use the static function
Also removed the Pumpbarrel commented-out code
* Change StunnableProjectile defaults to 0
* Fix taser paralyse
Apparently removing defaults means you have to specify the values, whodathunkit
* Add slowdown to stunnableprojectiles and fix tasers
* Remove FlagsFor from gun components
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
* Removed BoundingBoxComponent.
* Updated prototypes to use refactored CollidableComponent.
* Renamed ICollidable to IPhysBody.
Moved ICollidable to the Shared/Physics namespace.
* Migrated more yaml files to use PhysShapes.
* Updated YAML to use the new list-of-bodies system.
* Updated the new prototypes.
* Update submodule
* Update submodule again, whoops
* Add more dakka
Some slight codebase changes to facilitate more robust behaviour.
* Update Content.Server/GameObjects/Components/Projectiles/ProjectileComponent.cs
Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com>
* Remix last stereo to mono
hpistol + ltrifle
* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component
* More rebase fixes
* test
* Pre future rebase
* Please
* Lol
* Lol2
* SHADERS
* Update Engine
* yml file
* Fix an initialization issue, injects dependencies
* Fix error in loading shaders
* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity
* Fixes just about everytrhing
* Address PJB's comments
* geeze
* Make overlays work in worldspace instead of screen space and not cover user interfaces
* update submodule