Inventory and weapons

Weapons

Just reworked the firing system—it looks pretty good so far (not the final version).

To achieve this, I created a sort of Procedural Animation system that allows me to edit position and rotation while also triggering events like sound, muzzle flash, and bullet casing ejection. This lets me, for example, animate moving parts like the bolt handle of the L96 (see video below).

There are also two types of recoil: one applied to the gun and another to the camera.

Next, I’m planning to add a bullet trail effect, and the weapon system should be ready for the alpha versions.

Inventory

The main goal is to handle all logic and actions on the server before interacting with each item. The primary reason for this transition is to prevent cheating and glitches. The player will simply read their inventory from the server, and all interactions must be validated by the server.

Moreover, for now, the inventory system is quite basic, similar to Minecraft’s. In the future, I plan to implement a grid-based/core inventory system like in Escape From Tarkov or Diablo 2.

Additionally, the icons are just placeholders; I want to focus on the core systems first before creating icons based on the actual models.

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