Jace
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ebd4c58c41
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"Fixed" weapon spawning over network
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2016-03-04 09:23:18 +01:00 |
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Jace
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42cccfbac0
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Merge branch 'Weapons' of github.com:teamfisk/TacticalZ into Weapons
# Conflicts:
# assets
# src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
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2016-03-04 08:56:58 +01:00 |
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Jocke
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e2674d915e
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Constrained weapon behavior to client side only
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2016-03-04 08:55:55 +01:00 |
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Jace
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2b55450c18
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Cray cray weapons
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2016-03-04 08:54:59 +01:00 |
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Jace
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177667eef5
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The only working branch ever
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2016-03-04 05:02:25 +01:00 |
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Jace
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3a8f7c5d03
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First attempt at AssaultWeapon animations!
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2016-03-04 02:48:03 +01:00 |
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Jace
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7e6d32aaec
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Fixed AssaultWeapon reload logic
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2016-03-03 23:45:28 +01:00 |
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Jace
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b2371f4a43
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Working AssaultWeapon
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2016-03-03 20:00:42 +01:00 |
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Jace
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1210c91535
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Added Gameplay.AutoReload bool to config
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2016-03-03 13:51:47 +01:00 |
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Jace
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9d4441852c
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DefenderWeapon view punch and crosshair travel with return
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2016-03-03 03:49:44 +01:00 |
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Jace
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13546aa3fc
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DefenderWeapon and SidearmWeapon
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2016-03-03 01:13:39 +01:00 |
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Jace
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b431a875f7
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New weapon behaviours
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2016-03-02 22:48:01 +01:00 |
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Jace
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26d6546d79
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Renamed EntityFile to EntityXMLFile to be able to separate file parsing from entity creation
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2016-03-02 18:53:40 +01:00 |
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Jace
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bb76c9d248
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WIP multi-weapon behaviours
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2016-02-29 06:58:57 +01:00 |
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stiffly
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1cdcbf9b32
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Merge remote-tracking branch 'origin/master' into Sound
# Conflicts:
# src/Game/Systems/PlayerSpawnSystem.cpp
# src/Game/Systems/Weapon/AssaultWeaponBehaviour.cpp
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2016-02-12 08:19:29 +01:00 |
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stiffly
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af39b892cd
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Now plays a "Empty sound", "reload sound" and "hit mark sound" on appropriate occasions.
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2016-02-12 08:05:35 +01:00 |
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stiffly
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1da432ba23
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WIP sounds
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2016-02-12 04:03:35 +01:00 |
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Jace
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5295133311
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Hack to sync ammo over network until we have input replaying + Reload effect from all views
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2016-02-12 01:45:54 +01:00 |
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Jace
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d1213f9f59
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Working damage dealing, a super cool reload effect and hit markers!
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2016-02-11 22:50:44 +01:00 |
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Jace
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e47201ff61
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First person shoot animations
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2016-02-11 17:06:34 +01:00 |
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