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Weapons Tune-up and Reticle Begin (8/8)
- Added a basic crosshair, which I'm trying a few things with.
- Added Bullet-hole things so you can see your accuracy.
- Added Bad-shot indicators to show where your bullets will land if not on the crosshair.
- Rewrote all of the shooting interactions between server and client.
- Combined a lot of excess weapons code into smaller modules.
- Fixed a bug where enemies gun shots weren't coming through.
- Laser pointers are back and upgraded. They should be accuracte and way less annoying.
- Laser sights, gun_shots and particle effect locations on weapons are pixel-perfect.
- Added Editor tools for making future weapons easier to develop.
- Shooting, reloads, weapon-switching, and laser-sights should all be in sync.
- Adjusted projectile-weapon aim mechanics.
- Fixed a bug which caused players to stay shooting/aiming after death.
- Enemies are no long floating just above the ground.
- Destroyed the old laser-controller and implemented it into the new system.
- Laser pointers will only be visible while the gun is ready to shoot.
- Guns which load 1 bullet at a time will still show laser-sight while reloading (m32)
- Player weapons and ammo now reset correctly when the game resets.
- Spawning into a new game should be smoother and have less bugs.
- Player Respawn timer is now correctly balanced on low FPS machines.
- Cleaned up Game-mode/respawn texts.
- The M32 shoots as soon as it's loaded it's first bullet if the mouse was never released.
- Admin Panel is back online
- The HUD Ammo indicators now display 0 in red.
- Room density is now configurable.
- Round times, game-mode timers, and basic map settings can be configured through the admin panel
- Began adding Game-modes which are triggred through CVars and the admin panel
- Added Dev-mode and skirmish Game-modes.
- Fixed some of the colors on the maps.
- Made a ton of optimizations.