userTony Fergusoncancel

4,684 Commits over 976 Days - 0.20cph!

Add warnings for invalid icons in Feed - should be able to track this down now Death messages are in everyone's console Add networkable version of suppressing pickup notices
Up the pitch of the grenade clang sound, lot better
Add trail to thrown hand grenade
Hornet gun tweaks (fire rate 0.15 -> 0.35), can hold left mouse to fire, turbo mode (0.15 -> 0.2)
Replace Time.Now usage with GameManager.TimeSinceStartup Stashed because this doesn't work, it's a GameObjectSystem and you can't sync stuff - Needs more thought whether or not this is a good direction or not
Doubled footstep volume as a first step, let's see how that sounds next test
Take a pass at pickups, increased collider sizes across the board
We don't care about spectating old corpses once we respawn
Reduced range for item_respawn snd
Armor-specific hitmarker
ShotgunWeapon NRE fix
Shotgun tweaks: Reduced pellets (12 -> 4), Alt attack (12 -> 8), Damage (12 -> 25), Base spread (12,8 -> 8,4)
Crowbars don't pass hitboxes (so no headshot damage multiplier) Damage reduction if spamming with the crowbar
Add m700 sight to its viewmodel
Movement roll is disabled if view bobbing setting is false
Support ViewModel aim_pitch_inertia and aim_yaw_inertia properties
Protect against feed error
Fixed NRE if win detection happens on an empty dedicated server
Fixed up crossbow hand placement / world scale
BaseWeapon.StartingAmmo can be used with `UsesClips` for weapons we want to grant extra ammo to on pickup
Add wins stat
Tweak the gluon gun's damage (30 -> 7.5), and reduced initial starting ammo (80 -> 50)
Per-weapon stats
Sync ammo (first step) Add PlayerData.AddStat, host-only method that is RPC'd to the player Record simple kills and deaths stats Don't need this - it already exists
Yesterday
GameLobbyGroup: order most full lobbies first
Yesterday
Tweak LobbyCard to show additional member count instead of stacked lobby owner avatar, since we can't grab member list for a lobby without joining it currently
2 Days Ago
Update some cloud assets, ViewModel uses two handed mode by default
3 Days Ago
Added grenade impact sound, use SelfCollisionSound
3 Days Ago
MP5 / USP sound adjustments
3 Days Ago
Datacore: Add a few more DSP volumes
3 Days Ago
Datacore: Added a couple of DSP volumes, moved the Rat into a spot that makes more sense - it's not the same as HL1 but that spot is mental Disable spatial blend on weapons we are shooting
3 Days Ago
Pass weapon through to suicide event, can see how you killed yourself
3 Days Ago
Improved shotgun worldmodel orientation
3 Days Ago
Charge station informs the host when trying to charge
3 Days Ago
Revert "Fix SSAO parameters" This reverts commit f3cba20a068d33cdab6629141c817eaef816ebc4.
3 Days Ago
Include IsExplosion in DamageInfo conversions
3 Days Ago
Make a start on host-authoritative damage/death
4 Days Ago
Add some protection in GameManager.OnPlayerKilledPlayer so we can figure out what's invalid and why
4 Days Ago
Removed explosive damage recursion causing an infinite loop
4 Days Ago
Can damage any explosive to blow it up
4 Days Ago
Not sure how this can happen really, but okay..
4 Days Ago
eject_9mm uses our own 9x19 bullet casing instead of Rust
4 Days Ago
Add shotgun eject
4 Days Ago
Tweaked eject particle direction, and mp5 vm eject orientation
4 Days Ago
Fixed reported NRE in BaseCarryable
4 Days Ago
Post reload events to the viewmodel only, they're only useful there
5 Days Ago
Make player gibs an effect, so players can push it around but don't get stuck on it
5 Days Ago
Don't call Component.OnPreRender on dedicated servers I'm gonna keep an eye on this - but you shouldn't be using this to do non-rendering logic
5 Days Ago
Fixed Rpg not showing its world model
5 Days Ago
Ensure TripminePlaced GameObject.Destroy() is called at the end of explosion methods