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3 / 33 of 3 issues completedDescription
- General movement tasks #3
- Skipping (jump height reduction and speed loss while skipping) #9
- Sliding #10
- Gravity effect on sliding while on incline #11
- Slide boost refund when jumping before fully ducked #12
- Slide accel (from input while sliding, replaces current sv_slide_lock system) #13
- Slide jump speed rounding (slideMaxJumpSpeed) #14
- Speed reduction when moving up steps #15
- Sliding should happen whenever we're ducking, not only because we're holding the duck key
- Some things about wallrunning that are noticeably missing or incorrect (not comprehensive)
- View tilt (not viewpunch)
- Upward boost when beginning a wallrun in certain conditions
- Push away fall off time
- No input slipping
- Zero gravity when starting a wallrun, then ramps up over time (currently, z velocity gets zeroed out while wallrunning)
- Reattachment conditions
- Avoid top wall deceleration
- Input manipulation/projection (so that inputting into the wall moves you up the wall)
- Maxspeed clamping when moving diagonally
- Speed, acceleration, and walljump speeds
- View correction
- Other camera things
- Forward camera offset (the eyes aren't exactly in the middle of the player hull)
- Sprint view offset (camera shifts downwards while sprinting)
- Viewpunch when jumping, double-jumping, beginning wallrun, ending wallrun, landing
- Tilting when sprinting
- Impact view bobble (don't know what to call it, but it's not viewpunch)
- Sounds
- Damage impulse
- damageImpulseScale
- damageImpulseScaleAir
- damageImpulseSpeedBoostLimit
- damageImpulseSpeedLossLimit
- Friction scaling
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