52 lines
1.8 KiB
Plaintext
52 lines
1.8 KiB
Plaintext
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VFX, SFX:
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~Bullet hit node FX (steal mostly from 3dguns)
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Bullet fly-by SFX
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HUD system (most can once again be pulled from 3dguns)
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reload progress
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ammunition left
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ammo type
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player model & gun model reading
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gun sounds
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gun features
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firemodes
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gun ammo:
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fractional reloading
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magless flat reload
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"3d" optics
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attachments (last before beta)
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fix shooting through walls while pressing against them
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correct player look-down
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gun leaning
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add hip and aim bone offsets (this is for guns or modifiers that add stuff like "laser sights" or hud that simulates holographic sights, could be cool for futuristic type shooters)
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movement rotation
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sprite scopes: fix player aim delay being present with sprite scopes
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bullets
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bullet class system
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add blunt force properties
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on_hitnode function callback
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compatibility
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add consts for player inv use in Ammo_handler (i.e. "main", "craft_inv")
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make monoid or use for player properties, player look offsets (especially needed for vehicle mods)
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possibly make a library for overriding core functions.
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optimization
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hardcore optimization of get_dir() type functions required- super inefficient.
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optimization of sprite scopes needed, buffering for relative dirs needed for when inactive. Potentially remove the global table for them (if possible.)
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auxillary (beta+/never)
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player hitboxes
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server to client lag prediction
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possible user CSM for lag prediction
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bullet drop (maybe bullet wind?)
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bullet tracers
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inverse kinematics
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stamina
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a better system for reloading magazine (something like a inventory that fractionally reloads magazines so it takes time.)
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create a non-player gun API
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bullets, mags: add meta data support? (probably not)
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jamming |