userTony Fergusoncancel

3,933 Commits over 823 Days - 0.20cph!

1 Year Ago
Add ViewModelSetup.InertiaDampening property
1 Year Ago
Remove debug log :flushed:
1 Year Ago
Part of inertia w/ dampening (aim_yaw_inertia, aim_pitch_inertia) Merge branch 'main' of sbox-gunfight
1 Year Ago
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game
1 Year Ago
Editor: Add Min/MaxLength to ProjectConfig.Title to match asset manifest spec Editor: Add Project.Config.Title to review wizard
1 Year Ago
Editor: check for validation attributes on review wizard page, can't continue if it fails
1 Year Ago
Set up b_sprint parameter in prep for max's sprint anims
1 Year Ago
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource) Remove ClientEntity.HasPermission (unused)
1 Year Ago
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
1 Year Ago
Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel
1 Year Ago
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
1 Year Ago
Work on finding panels from delta, fixed not finding an initial focused panel
1 Year Ago
Add PanelTraversalOverlay (for lack of a better name)
1 Year Ago
Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection
1 Year Ago
VCS: only tick for panels that want mouse input VCS: fix is-pressed style
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
1 Year Ago
Don't moan about missing voice input
1 Year Ago
Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead
1 Year Ago
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
1 Year Ago
Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all
1 Year Ago
Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all
1 Year Ago
Use stylesheet to style virtual cursor, add ScrollSpeed
1 Year Ago
Fixed calculation of virtual cursor position
1 Year Ago
Add basic working virtual cursor using PanelInput.UpdateMouse
1 Year Ago
Don't revert back to PanelTraversalSystem if analog is empty
1 Year Ago
Refactor so we can switch between panel traversal and virtual cursor based on input
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels
1 Year Ago
Use GunfightCamera.Target everywhere so spectating is more accurate
1 Year Ago
Support loadout system working without a gamemode set Fixed friendly fire error when not playing on a gamemode Give bots the default loadout Try pieceing together the spectator system
1 Year Ago
Show return button on all pages of class modal
1 Year Ago
Fixed up thirdperson mode
1 Year Ago
Fixed a bunch of other NREs found from the errors page on AP
1 Year Ago
Fix WeaponViewer NRE Fix FFAGamemode.OnGameStateChanged NRE Fix GameStatus NRE
1 Year Ago
Further balance to slide
1 Year Ago
Can't aim while holstering
1 Year Ago
Add holster angle offset, reduced time taken to switch to your sideram
1 Year Ago
Fixed FFA error spam Try to make sliding a bit more snappy, add slide cancelling :grimacing:
1 Year Ago
Save custom class when setting it as an active class New class modal style https://files.facepunch.com/tony/1b0311b1/sbox-dev_6CDGC1kRXe.png
1 Year Ago
Don't allow multiple attachments to be active if they're in the same category
1 Year Ago
Redo team scoring system, should fix winner decision logic. Remove use of INetworkSerializer while we're at it
1 Year Ago
Add WeaponViewer.FlipYaw, use for KillFeedEntry
1 Year Ago
Redone KillFeed to provide clients and weapon info, use WeaponViewer to show weapon image instead of name, add IsHeadshot Assume a death that isn't from a weapon as suicide for now
1 Year Ago
Add WeaponDefinition.EmptyReloadTime
1 Year Ago
Loading screen adjustments
1 Year Ago
Add SteamInput manifest file for deck At the moment, all it does is make the right trackpad work
1 Year Ago
Fixed GunfightWeapon NRE on death Sorted out ammo text wrap bug Changed SwitchWeapon action bind from Q to 2
1 Year Ago
Fixed loadout sys starting the player on their secondary weapon
1 Year Ago
Fixed Loading Screen not fetching map correctly - also support finding map from Game.Server.MapIdent
1 Year Ago
Fixed holster fucking up weapon deploy on next respawn