userJames Kingcancel

7,093 Commits over 3,561 Days - 0.08cph!

27 Minutes Ago
BombDefusalScenario, round end conditions
1 Hour Ago
Bomb listener interfaces, explosion does damage
1 Hour Ago
A little safety for calling ResumeGame() mutliple times
1 Hour Ago
Make game loop into a resumable state machine
2 Hours Ago
Pause Game Start dev command
2 Hours Ago
PlayerInventory.CanTakeWeapon(WeaponData) Limit to one per slot (except grenades) SpecialWeaponAllocator, use to give bomb to one player on T side
3 Hours Ago
Slot property in WeaponData
3 Hours Ago
Fix weapon references in bomb_defusal game mode
3 Hours Ago
Bomb sites specify explosion damage range So it can be tuned per map Use bomb defuse gamemode in de_garry Zone component, used by bombsite
Today
BombSite component, update BombSite_A.prefab
Today
Increase team limit
Today
Put spectators on a team at round end WIP try to avoid double-assigning weapons
Today
Fix hotloading SingletonComponents Fix networking player respawning / team assignment
Today
Some reorganizing of game rules
Today
Some super basic effects on C4 plant / explode
Today
Basic planted C4
Today
Player.RemoveWeapon() PlantFunction for C4 Just removes when planted atm
Today
C4 weapon resource
Yesterday
Fix missing prefab in Game_setup.prefab
Yesterday
Don't give default equipment if player already has weapons
Yesterday
Start with a USP in round_based_test gamemode
Yesterday
Default weapons are controlled by game mode Just include fps_testing game mode in the scene
Yesterday
Add scene for testing round-based gamemode
Yesterday
Add weapon_test gamemode
Yesterday
▉▋▇ ▅▌▄▊█▇.▌▇▇▇▋▊<▅>() █▋ ▅▌▄▇█▄▆ ▋▆▆▋▅▍█▄▌▆▍▇▌ ▆▌ ▄▉▋▅ ▄█▊▌ ▋▆▆▋▌ ▌▌▅ ▇▆▌▄▋▇▊ ▅▍▌▆ ██▊▌▊ ▉▇'▋▉ ▊▇▄ ▌▅█▉█ ▍▅▉▅▄▅▊ ▄▍▆▄
Yesterday
More spawn points
Yesterday
Cleanup / documenting
Yesterday
Fixed round timer not being networked Rework Respawn() a bit
Yesterday
Add gizmo to TeamSpawnPoint Don't auto-respawn during rounds NextRoundDelay, TeamEliminated Some docs
Yesterday
Rename test game mode WaitForPlayers
Yesterday
Freeze players in freeze time
Yesterday
Refactor game loop, basic round status HUD element
Yesterday
Split up game mode events into pre / on / post
Yesterday
GameMode boilerplate / simple rules Added basic .editorconfig Testing game mode prefab, add spawn points to fps_testing.scene
4 Days Ago
Cache ActionGraphs per PrefabFile
4 Days Ago
Add to cache on deserialize
4 Days Ago
4 Days Ago
Check cache even when deserializing full graphs
4 Days Ago
4 Days Ago
Expose parts of ActionGraphCache
4 Days Ago
5 Days Ago
Ghosts fade out over time Get rid of logging in Projectile
5 Days Ago
Fixed escape sound from triggering at the start of the next level
5 Days Ago
Possible fix for #7
5 Days Ago
Fixed #4 Fixed #2, #6
5 Days Ago
Try using Network.ClearInterpolation (#1)
5 Days Ago
Component inspector event toggle color / tooltip shows if actions are populated https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png Facepunch/sbox-issues#5563
6 Days Ago
Fixed WorldPanel.RayToLocalPosition when scaled Fixes Facepunch/sbox-issues#5558
6 Days Ago
Fixed WorldPanel gizmo scale Fix bounds for scaled WorldPanels Scaled up panels were getting culled while on-screen
6 Days Ago
World-space UI leaderboards in lobby https://files.facepunch.com/ziks/2024-05-23/sbox-dev_kqddkvk4SA.png (Why does it think I'm in France?)