userConnacancel
branchsbox-hc1/maincancel

74 Commits over 92 Days - 0.03cph!

32 Days Ago
Set DisconnectCleanupTime to 120
32 Days Ago
Comment this out for now
2 Months Ago
Remove my log
2 Months Ago
Fixed kill command not working for non-host players - route through host
2 Months Ago
It's possible that PlayerState.Local isn't actually set yet here - so check IsValid
2 Months Ago
Just use identity rot instead of trying to face hit dir
2 Months Ago
Much better spread + smoke extinguishes fire
2 Months Ago
Fire nodes... kind of better placeholder node effect Some temp sounds - make not buyable again
2 Months Ago
Initial Molotov Grenade prefab stubs Molotov references in prefabs + MolotovGrenade component stub with explode on collision Setup equipment Explode on impact properly. Fix a NRE in Crosshair AoE (shit rn) only explode if we land on a relatively flat surface, otherwise bounce Add AreaDamage component. Add Burn type damage. Take damage while in molotov AoE radius Disable buy for Molotov Cocktail for now, I wanna add fire spread plus the particle effect is shit right now
2 Months Ago
Check if sound handle is valid
2 Months Ago
Scene might be null - store pawn in var
2 Months Ago
Body might be null, component list might be null
2 Months Ago
Add more ? everywhere
2 Months Ago
Placeholder sounds for smokes - added ability for SoundEmitter to specify volume over time and also Destroy On Finish (def: true)
2 Months Ago
Added initial particle effect for simple smokes (CSGO style). Add option for fuse delay to enable a fuse effect prefab after some delay, we can add sounds here. Can also add a sound emitter for smoke release to smoke effect prefab
2 Months Ago
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
2 Months Ago
Use Network.Active check to determine if we should network spawn or assign ownership
3 Months Ago
Add hc1_hide_flashbang_overlay
3 Months Ago
If value is already IPingReceiver we don't need to search the hierarchy
3 Months Ago
It's possible for Components to be null if a Component is no longer valid (GameObject = null)
3 Months Ago
Only the host should handle trigger enter logic in Extractionpoint
3 Months Ago
Pass in IPingReceiver id if exists into Ping RPC - check if passed target value is valid in setter
3 Months Ago
No need to have multiple screen panels here
3 Months Ago
Initial flashbang prefabs Flashbang Effect component stub Basic overlay + bloom effect Extra effects Dsp (use weird.4 for now?) Only apply flashbang effects if we see the flashbang Sound effect Explode sound Fix resume of flashbang effect Add freeze frame overlay to flashbang Capsule flashbang collider Merge pull request #128 from Facepunch/flashbang Flashbang
3 Months Ago
Added screen shake effect when near an explosion from a HE grenade with same falloff applied to damage for intensity Fix merge conflict in player prefab
3 Months Ago
Unsubscribe from OnTeamChanged in PlayerId.OnDestroy
3 Months Ago
Add a priority of 10 to ChangeAttribute. Change logic will be done before Sync Var logic, ensures we can get the old value properly. This should fix recursion in change callback.
3 Months Ago
Wrap SendSpawnConfirmation call in !IsProxy check so we every player doesn't confirm it
3 Months Ago
In OnIsDeployedPropertyChanged don't update deploy state if OnStart hasn't been called yet (be nice to have a property on Component to know if this is the case, maybe we can expose _startCalled)
3 Months Ago
Don't need to clear interpolation when cloning these prefabs in fixed update now
3 Months Ago
Fix NRE when melee attacking someone due to hitbox being null
3 Months Ago
Some UI NRE fixes (in cases when a player just joined and UI tries to use GameUtils.LocalPlayer before it exists) Better weapon Deploy/Holster logic + use IDeploymentListener to set current weapon avoid Components.GetAll being used A LOT
3 Months Ago
Some fixes + swap all instances of using Query=true with a change callback attribute
3 Months Ago
If grenade is holstered and state is not thrown, set state to idle
3 Months Ago
Throw grenades owned by thrower - do damage on host Thrown grenades don't collide with players for now - they can be pushed through the ground if you stand on them
3 Months Ago
If guid is empty for connection don't print left the game log (make a note to investigate why)
3 Months Ago
Remove this log
3 Months Ago
Add drop on disconnect for C4. Add WeaponData.DropOnDisconnect set it to true for C4
3 Months Ago
Don't pickup weapons if we're not alive yet Add TimeSinceLastRespawn for player and use that as well to determine if weapon can be auto picked up
3 Months Ago
Switch weapons with mouse wheel
3 Months Ago
Fix NRE in RadioSounds if there's no sounds Fix team radio sound chat message being sent to people on other team
3 Months Ago
Add deployment listener for weapon - recoil func can use that to cancel reloading when holstered. Cache Weapon for funcs in awake. Use id again here makes no difference - remote player just cant seem to find door sounds either way
3 Months Ago
It could be that the resource or SoundHandle isn't valid here (version mismatch?)
3 Months Ago
Don't play deploy effects if we're creating the view model because we're spectating Changes to how initial state is handled on player spawn (better this way for now to avoid x2 RPCs after initial player network spawn). Fix bots floating in the air. If weapon becomes undeployed while reloading, cancel reloading
3 Months Ago
We are spectating when we die
3 Months Ago
Fix missing scss error - some cleanup... make IsSpecating a property on PlayerController instead of checking for life state dead, set it to false when respawning. I think this'll fix stuck in spectating mode (hunch). Right now Sync var state is usually sent after RPCs, I have a PR to queue RPCs to be sent at end of network tick so state should always be up to date when RPCs are received but its WIP
3 Months Ago
Start hooking up smoke grenade (just need effect). Implement IsPurchasable on WeaponData. Smoke grenade is not purchasable right now
3 Months Ago
Network TimeSinceDefuseStart - fixes progress bar on defusing
3 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)
3 Months Ago
Fix door sounds - host plays sounds via RPC