4,718 Commits over 976 Days - 0.20cph!
Don't view GrabPoint gizmos unless selected
When publishing an asset with IncludeSourceFiles, seek the asset and its dependencies for input dependencies (should include animgraph animations, texture source files)
Added `sbdm.bots.notarget`
Fixed projectiles not carrying over correct kill icons, added proper icons for rpg projectile, mp5 projectile
HornetProjectile sound can be null, remove the sound but keep the code there because the RPG noise is crazy loud for a fish
🤦🏻 - fixed CrossbowWeapon projectile direction, resolves #77
Fixed another tripmine error when there's no parent
Play third person attack animations where relevant, resolves #80
Fixed connecting/connect rejection messages not using correct Name/SteamId
Fixed kill feed row height, resolves #79
Add weapon icon to kill feed entries
TimedExplosive -> Explosive (updated prefab refs too)
Hook up ammo resource to grenade pickup
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
Die if we dip below 1 health, ceil health on hud, resolves #73
Add scorch to explosions
Reduced shell bounce sound range significantly
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
Add component that plays only self collision sounds, add to bullet eject prefab
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)
Use Application.IsDedicatedServer wherever we were using IsHeadless before
Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working
Fixed renderer viewmodel logic
Server Console Status Bar (#1770)
Removed unused/cleanup
Don't need this WriteMessage method now that it's only used one time
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay
Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
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
Add Shotgun, incremental reloading, reload cancelling option
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)
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Cleanup, move as much as we can to Sbox-Server project
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
We don't really need this
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)
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
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
Add voices UI, tweaked voice transmitter properties to not be worldspace
Don't do effects if we're the server in many cases
Rat: if on ground, keep pitch at 0
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
Rat: die after a set period of time (30s by default)
TriggerHurt: Look for a collider instead of RequireComponent
Remove transform offset from map loader
Use our new map by default
Rat: give weapon a svg icon
Fix rat pickup item prefab reference
Rat: try to bite target if we're lunging and they're close enough
Rat: add grounded checks instead of arbitrary timing
Add rat weapon that throws a rat
Rat NPC (doesn't hurt the player yet)
Rat cleanup
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
Gauss: spin viewmodel's coil every time we consume a bit of ammo