userSol Williamscancel

496 Commits over 334 Days - 0.06cph!

Yesterday
Fix SatchelChargeWeapon NRE Scoreboard.OnPlayerClick safety
Yesterday
Add gameplay prefabs to gameobject create menu
Yesterday
PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled Stub out ISceneUndoScope for hammer sessions instead of throwing everytime we try to interact with a gameobject Hammer: can create GameObject under mouse via right click menu
5 Days Ago
Fix NREs, tweak asserts
5 Days Ago
Add Popup PositionMode.UnderMouse
5 Days Ago
Adjust damage indicator, bin the vtex Tweak hud element layout when scaling Interactable scoreboard, player popup with social options Comical crossbow impact sound
7 Days Ago
Bump this down here
7 Days Ago
Prevent auto-switching away from weapons in use (cooking grenade, charging gluon, etc) Gauss gibs when charged up (dealing > 70 dmg)
7 Days Ago
Draw radial damage indicators with a single textured quad
7 Days Ago
Add HudPainter.DrawTexture
8 Days Ago
Looks like Player.Controller is sometimes null, try to catch more info as to why
9 Days Ago
Network crossbow explosive bolt fx Fix crossbow scope tunnel vision, move to command list, draw under hud
9 Days Ago
Enable trigger collisions between playercontroller and projectile
9 Days Ago
Fix wrong transform on crossbow stuck bolt Ping is in ms now
11 Days Ago
Let us do custom tags for damage traces, make gluon gib Make explosives great again, only let map geometry block our los trace who left this here
11 Days Ago
Fix localised damage (restore playercontroller tag and rules for player colliders)
11 Days Ago
Adjust crossbow explosion fx positioning Zoom crossbow scope a bit more Call rpg ammo Rockets
11 Days Ago
Crossbow: shooting while aiming does a raycast attack Crossbow: primary bolt is explosive Sparky bolt impact Smaller explosion for crossbow bolts Crossbow: decrease time between shots, use clips
12 Days Ago
Scale sensitivity when zooming crossbow proportionally
12 Days Ago
Use same autoreload/dryfire logic everywhere who left this here SwitchAway avoids empty weapons
12 Days Ago
Play Map via context menu will play/launch the map in the startup scene
12 Days Ago
Hornet: decrease lifetime (4 -> 3) and damage (16 -> 10), make targeting more direct (avoid orbiting), fish die/munch sounds, fish are killable! Fix gluon splash damage not being attributed to the killer Increase nametag panel size, text-overflow
13 Days Ago
Move killfeed further up Use vertical fov Scale hud for screensize Position chat consistently Gluon beam does splash damage Trigger network refresh when taking pickup
13 Days Ago
Scene Hierarchy: id: token to find object by its id
14 Days Ago
Do sprays on host
14 Days Ago
Move shot tracers to separate event, only do those for ranged attacks not melee or projectiles etc Give IWeaponEvents more eventy names
14 Days Ago
Make grenade trails look not like fishes Fix mp5 grenades on a wonk
14 Days Ago
Autoswitch will also trigger if you've just picked up ammo from a coffin/weapon pickup Stop giving more ammo than we're meant to for clipless weapon pickups
14 Days Ago
Don't autoswitch to a weapon we've got no ammo for
15 Days Ago
PlayerController: accumulate fall distance based on actual distance travelled
16 Days Ago
Player.EquipBestWeapon won't switch away from the equipped if it's the best
16 Days Ago
Destroy our existing corpse object not the component
16 Days Ago
IKillIcon for mp5 explosives Fix ShouldSwitchWeapon NRE
16 Days Ago
Satchel Charge: discard TriggerExplode if the player's already dead
16 Days Ago
Fall damage killfeed icon Log on fall damage Append any damage tags to kill message logs
16 Days Ago
Adjust tripmine damage falloff a bit
16 Days Ago
Tripmine/grenades switch away when you've used the last one
16 Days Ago
Make sure we're still sending these reliably Always show pickup notices, use different message format for throwables etc Pretty up ammo display names Move Take to PlayerInventory, use same feedback pickup events as fresh pickups
19 Days Ago
Throw satchels on host
19 Days Ago
Don't try to do killfeed on dedicated server Discard ThrowProjectile if the player's already dead
19 Days Ago
Tag projectiles, explosions, damage with the instigating playerId so dead/respawned players can still get their kills Spawn tripmines on host Trigger IPlayerEvent.OnSuicide in all cases
19 Days Ago
Left in debug line oops Make damage event flow more explicit with correct damage values, keep DamageInfo on server Network tripmine explosions! GameManager.OnDeath safety Damage types should be tags
19 Days Ago
Resolve CloudAssetProvider paths when compiling archive on client
19 Days Ago
Shooting a tripmine will pass thru the gun as the weapon Fully populate TraceAttackInfo where we can, fix origin/position being backwards Do blood splatter on damage, gib Reparent blood_explosion so DestroyAfterSeconds removes the whole object
19 Days Ago
Missing pickup sound on gauss ammo Hornet tweaks - increase damage, lifetime, detection radius - decrease speed (except alt fire), fire rate - idle swim behaviour
19 Days Ago
Crossbow pickup gives you the crossbow, up starting ammo
19 Days Ago
Build killfeed entries thru code, show icons for headshots Killfeed suicide icon Killfeed explosion icon
19 Days Ago
Swap some weapon icons for consistency/readability Health/armour pickup sfx Don't spatialise our pickup sounds
20 Days Ago
Add Explosion.SpawnEffect Give all explosions scorchmark decals, triplanar mapping Add cleardecals cmd
20 Days Ago
Crank up gluon beam damage, do first inflict tick immediately