Replying to @dpshoul
Character body with move_and_collide deflection, no need for rigid bodies.
Replying to @knockbackarena
Addition, you can't turn guidance off in HL2.
Replying to @oopsallsolace
It shouldn't, might be an issue with interpolation not being disabled on prediction
Replying to @MediumkeyXYZ
Until a UGC system is in place custom weapons can be imported in via custom mods that (currently) have to be manually installed, it's as seamless as it gets given the game handles Source's world/view model system and lag compensation natively.
Replying to @LorusZortex
This is not Source Engine, it's a Godot remake.
The weapon wheel is some forward-thinking to streamline VR and mobile support.
Replying to @fartdownapipe
Not vibecoded. Project started nearly one year ago and game runs at +300 FPS on average.
Replying to @erin_catto
Incredible work, is this deterministic lockstep-like or a client joining mid or post simulation can see the result?
Replying to @FPSthetics
Their staying power is null too, people move on and forget as soon as the tweet disappears from their sight.
Replying to @oopsallsolace
I deal with MDLs directly not Blender exports. You keep the models separate, you either hide the original arms of the view model and bonemerge the custom ones or bonemerge the weapon itself into the arms of the custom model, but the two stay separate.
Replying to @oopsallsolace
No I don't, it uses the arms baked into the viewmodels, but attaching ValveBiped models into them shouldn't be too difficult.
Replying to @Vuthakral
Source relies on forward rendering which makes dynamic shadowmapped lights so expensive the stock engine limits env_projectedtexture to one active instance per PVS, a limit that was manually raised in Garry's Mod.
developer.valvesoftware.com/…
Replying to @Studio_12_Twerp
It loads in real BSP maps with real Source assets in their native formats, it does support Hammer.
