userTony Fergusoncancel

3,214 Commits over 731 Days - 0.18cph!

1 Hour Ago
Don't play death sounds for deaths that aren't a player
1 Hour Ago
Spawn the drone infront of the player instead of at world origin
1 Hour Ago
Use invis tag for the drone when it gets killed
1 Hour Ago
Half the spin speed of the drone's turbines
1 Hour Ago
Remove MinimapIconType, IMinimapIcon.IconType, add IMinimapIcon.IconPath, IMinimapIcon.IconOrder
1 Hour Ago
IMinimapElement.IsVisible passes through IPawn, drone visible on minimap for teammates
1 Hour Ago
Add flag helpers to ModifyDamageEvent Add chest/head damage dev commands
2 Hours Ago
Update player marker panel logic, display localplayer's nametag if we're not viewing from the localplayer (good for drone)
2 Hours Ago
Split Armor out into its own component, hook early into ModifyDamageEvent, renamed GetPlayerName to DisplayName (now on IPawn), drone is killable
3 Hours Ago
Fixed sprint being slower than regular walk
3 Hours Ago
Fix a couple of leftover NREs
Drone eye angles just grabbed from transform
GameUtils.Viewer returns IPawn, so let's make that work for all of our code
Add drone pawn (https://files.facepunch.com/tony/1b1211b1/sbox-dev_3THIiDpMN5.mp4) Don't NRE in minimap if we don't have some systems
Expose more player movement properties to global
Player is slow walking when aiming instead of custom case
Track time since weapon deployed, don't allow shooting while deploying weapon
Protection needed here?
Add cached WeaponComponent.Player
Land sound is exposed
Fixed Weapon.Owner, network it properly, fix NRE in WeaponRow
Upped tdm length to 15 mins
Fixed dropped weapon trigger not working
Fixed sniper scope zoom
Fix origin of damage again
Adjust anarchist silhouette
PlayerOutfitter NRE fix
Reduce walk gear db
Disallow aiming between sprint, grounded change
Clean up weapon-created particles and decals between rounds
Headshot sounds play locally if you're the attacker or the victim
Ceil applied damage
Remove IShotListener, replace with game event Remove IArmorListener, replace with game event
Get rid of cancel queue when starting a reload Network fall sound correctly
Can cancel single-loader reloads if you try to shoot
Adjust M4 irons
Yesterday
Add FOV offset when aiming
Yesterday
Ensure we don't lose the hitmarker when turning the crosshair off
Yesterday
Fixed w_usp referencing the viewmodel instead, my bad
Yesterday
Add surface mats
Yesterday
Add shooting range to fps test scene
Yesterday
Give MP5 a predictable recoil pattern
Yesterday
Push headshot sound asset
Yesterday
Restructure eye height calc
Yesterday
Increase viewmodel lerp speed
Yesterday
Add Ping to ScoreboardRow BuildHash
Yesterday
Sprinting dampens side movement a lot
Yesterday
ViewPunch changes
Yesterday
Categorize and name all the weapon components
Yesterday
Remove unused log If !IsMultiplayer, create the player - useful for if steam is down for maintenance, or you just want to do singleplayer :thumbsup: Added a bunch of stuff to apply viewpunch/screenshake to weapons when they shoot