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more usefull player FOV, prepare weapon models for drop ability, player camera refactor #113

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@somethink000 somethink000 commented Sep 7, 2024

Fov applying now by multiplier and animation speed tomake it more advansed
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forward velocity fov like example

2024-09-07.21-01-51.-.Trim.mp4

ViewModelCamera deleted and camera movement now inside player component to use camera variables and methods directly

Setup world model physics hulls to make weapons drop/pickup soon

Make weapons souds more quiet



if ( Weapon.IsScoping)
targetWeaponFOV = Weapon.ScopeInfo.FOV;
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Looks like auto format on save isn't enabled in your editor, please enable it and fix the tab formatting in all the code files you touched.

@@ -29,7 +29,7 @@
<SliderEntry min="-360" max="360" step="0.01" name="Roll" Value:bind=@Roll></SliderEntry>

<text class="subTitle">FOV</text>
<SliderEntry min="1" max="179" step="1" name="FOV" Value:bind=@FOV></SliderEntry>
<SliderEntry min="-160" max="160" step="1" name="FOV" Value:bind=@FOV></SliderEntry>
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Why -160? the range is 0 to 179 before the weapon disappears

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Why -160? the range is 0 to 179 before the weapon disappears

because now fov works by multimplier 0 == fov not changed

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What was the reasoning to changing it to a multiplier system? Because blender and other modeling tools use fixed values for FOV which might make it confusing when importing models to use.

code/swb_player/PlayerBase.Camera.cs Outdated Show resolved Hide resolved
assets/weapons/swb/colt/sounds/colt.fire.sound Outdated Show resolved Hide resolved
@timmybo5
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timmybo5 commented Sep 8, 2024

Let's start off with these 4 comments before discussing the rest, I do really like the fov change when running :D

public class CameraMovement : Component
{
[Property] public float Distance { get; set; } = 0f;
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You still using spaces for idents instead of tabs, please fix. I can also reformat all files you pushed if you can't figure it out just let me know.


namespace SWB.Shared;

public interface IPlayerBase : IValid
{
public CameraComponent ViewModelCamera { get; set; }
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Why did you remove ViewModelCamera? We still need it atm, not everyone is using this base with weapon tucking enabled and I don't want to force weapon tucking. The camera issue is high on the priority list though, I don't mind waiting for them to fix it for the time being.

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2 participants