userTony Fergusoncancel

4,718 Commits over 976 Days - 0.20cph!

41 Days Ago
Don't view GrabPoint gizmos unless selected
41 Days Ago
When publishing an asset with IncludeSourceFiles, seek the asset and its dependencies for input dependencies (should include animgraph animations, texture source files)
41 Days Ago
Added `sbdm.bots.notarget` Fixed projectiles not carrying over correct kill icons, added proper icons for rpg projectile, mp5 projectile
41 Days Ago
HornetProjectile sound can be null, remove the sound but keep the code there because the RPG noise is crazy loud for a fish
41 Days Ago
🤦🏻 - fixed CrossbowWeapon projectile direction, resolves #77
41 Days Ago
Fixed another tripmine error when there's no parent
41 Days Ago
Play third person attack animations where relevant, resolves #80
41 Days Ago
Fixed connecting/connect rejection messages not using correct Name/SteamId
41 Days Ago
Fixed kill feed row height, resolves #79
41 Days Ago
Forgot to uncomment this
41 Days Ago
Add weapon icon to kill feed entries
41 Days Ago
TimedExplosive -> Explosive (updated prefab refs too)
41 Days Ago
Hook up ammo resource to grenade pickup
41 Days Ago
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
42 Days Ago
Die if we dip below 1 health, ceil health on hud, resolves #73
42 Days Ago
Add scorch to explosions Reduced shell bounce sound range significantly
42 Days Ago
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy Don't need these
42 Days Ago
Add component that plays only self collision sounds, add to bullet eject prefab
42 Days Ago
Get rid of the game / overlay render code in ViewModel because it's fucking up some of the guns (ones we're using mp5 anims for)
43 Days Ago
Fix RpgWeapon NRE
43 Days Ago
Use Application.IsDedicatedServer wherever we were using IsHeadless before Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working Fixed renderer viewmodel logic
43 Days Ago
Server Console Status Bar (#1770)
43 Days Ago
Removed unused/cleanup Don't need this WriteMessage method now that it's only used one time
43 Days Ago
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay Fixed TakeAmmo not working with count param
43 Days Ago
Shotgun: Increase crosshair gap
43 Days Ago
Adjust shotgun punch and shake, don't eject 12 casings per shot Python: Add shoot delay only if we can shoot Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon
43 Days Ago
Add Shotgun, incremental reloading, reload cancelling option
43 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this Cleanup, move as much as we can to Sbox-Server project Remove Application.IsDedicatedServer (doesn't need to be on this branch)
44 Days Ago
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
44 Days Ago
Cleanup, move as much as we can to Sbox-Server project
45 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this
46 Days Ago
We don't really need this
46 Days Ago
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
46 Days Ago
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
47 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
47 Days Ago
Add voices UI, tweaked voice transmitter properties to not be worldspace
47 Days Ago
Don't do effects if we're the server in many cases
47 Days Ago
Rat: if on ground, keep pitch at 0
47 Days Ago
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
47 Days Ago
Rat: die after a set period of time (30s by default)
48 Days Ago
TriggerHurt: Look for a collider instead of RequireComponent Remove transform offset from map loader
48 Days Ago
Use our new map by default
48 Days Ago
Rat: give weapon a svg icon
48 Days Ago
Fix rat pickup item prefab reference
48 Days Ago
Rat: try to bite target if we're lunging and they're close enough
48 Days Ago
Rat: add grounded checks instead of arbitrary timing
48 Days Ago
Add rat weapon that throws a rat
48 Days Ago
Rat NPC (doesn't hurt the player yet) Rat cleanup
49 Days Ago
Add Projectile with common functionality, RpgProjectile derives from it Moved GaussWeapon into its respective folder BaseWeapon can check / take ammo from name (good for secondary attack) Give MP5 grenade launcher secondary attack RpgWeapon structure cleanup Mp5: Fixed not being able to secondary attack if we run out of primary ammo
49 Days Ago
Gauss: spin viewmodel's coil every time we consume a bit of ammo