userConnacancel

4,794 Commits over 1,371 Days - 0.15cph!

7 Months Ago
Gotta do auto-crouch when planting this way because tags aren't networked like that (so only host would auto crouch when planting) - use the tag "planting" on the weapon because that is bound to IsPlanting (host synchronized var) Fix a connection crash when planting bomb because can't [Sync] a component (needs better handling at s&box level)
7 Months Ago
Fix door sounds - host plays sounds via RPC
7 Months Ago
When you throw a grenade, try to switch to weapons in the following order: Primary, Secondary, etc instead of just switching to (usually) the knife
7 Months Ago
Use GiveCash with negative value instead of set Balance directly (dunno how this worked as setter is private?!) Force on explosions. Fix networking issues with grenades - properly remove grenade (on host) after throw. Only update explosion logic on host then broadcast explode
7 Months Ago
Make sure special allocated weapons are removed at round start for everyone but the target player. Don't make a new C4 for example and drop it
7 Months Ago
This should reset doors to their default state when a round starts
7 Months Ago
These shouldn't need to be [Broadcast] as called from Respawn which is already broadcast to everyone Update Outfit if team changes
7 Months Ago
Don't auto-pickup weapons if we have a weapon in that slot. Don't try to auto-pickup weapons if we aren't the host
7 Months Ago
Add this early return even earlier before <style> tag because if Player is null it will error
7 Months Ago
Potential NRE in OnDeployed - but why could PlayerController be null here?
7 Months Ago
Should fix a bunch of NREs
7 Months Ago
Destroy these dropped weapons in either PreRoundStart or PostRoundEnd?
7 Months Ago
Only count enabled weapons when considering if we should drop one - when we clear inventory we set weapon component Enabled to false
7 Months Ago
Fix infinite recursion
7 Months Ago
Cleanup
7 Months Ago
I think this is a lot better
7 Months Ago
Don't give default equipment weapon if we already have weapon in same slot Host controlled weapon drops and pickups When the round ends destroy all dropped weapon objects
7 Months Ago
Resume / take control over game loop when we become the host. Fix USP vm casting shadows. New way of doing weapon changing networked. Add Weapon.OnDeploy, Weapon.OnHolstered.
7 Months Ago
Team obscured outline effect
7 Months Ago
Disable Weapon component after we destroy it - check if weapon is Enabled when querying if we have a weapon
7 Months Ago
Broadcast DryShootEffects
7 Months Ago
Restore resources
7 Months Ago
Fix NRE when local player is null in Crosshair
7 Months Ago
Fix errors in HUD when local player doesn't exist yet Resources
7 Months Ago
Make networking stuff host controlled logic - player controlled movement / shooting. Weapons properly networked.
7 Months Ago
Separate HUD from Player prefab - make that GO in the scene networked - should fix chat too Fix conflicts
7 Months Ago
Turn shadows off on cue for now. Cue forward interp increase based on shot power
7 Months Ago
Fix yeeting white ball into pocket
7 Months Ago
Fix position
7 Months Ago
Await frame - reimplement animate into pocket Various collision fixes
7 Months Ago
Check if Rigidbody is valid here to prevent error during end turn
7 Months Ago
Fix stylesheet issues. Set / broadcast RPCs for physics properly
7 Months Ago
Simplify InterpolationBuffer a little bit (internal API) Disable interpolation during certain initialization callbacks for components
7 Months Ago
Temp disable anything that may be desynchronizing physics values
7 Months Ago
UI fixes
7 Months Ago
Restructuring
7 Months Ago
Create lobby on load, make RenderAlpha sync - don't use INetworkSerializable anymore
7 Months Ago
We could actually interpolate the body transforms on the client like this
7 Months Ago
Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578) * Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer * Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
7 Months Ago
Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after
7 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
7 Months Ago
Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer
7 Months Ago
Wrong docs
7 Months Ago
Use enum for now
7 Months Ago
Only enable motion if we're the owner (or we don't network bodies)
7 Months Ago
Initial experiment with networked Model Physics
7 Months Ago
More fixes
7 Months Ago
Fixed other players not receiving chat
7 Months Ago
Use capsule + FindMode.EverythingInSelfAndAncestors when finding comps from bomb explosion
7 Months Ago
Enable fix unstuck again on move controller for bomb royale player