userTony Fergusoncancel

3,546 Commits over 761 Days - 0.19cph!

1 Year Ago
Start killing player controller
1 Year Ago
Upped footstep volume as well as increased frequency Take note of when the player stopped sprinting Introduce PostSprintAttackDelay, to disallow attacking straight after exiting sprint
1 Year Ago
Apply pitch and roll offset to the weapon when looking up / down https://files.facepunch.com/devultj/1b0311b1/sbox-dev_WV7fblsLqD.mp4
1 Year Ago
Reorganized primary attack checks so it's consistent for each fire mode Decrease diagonal sprint speed, disallow sprinting backward
1 Year Ago
Crude method to disable aiming while reloading More progress on viewmodel aim system, almost nailed it now. Weapon attachment changes
1 Year Ago
ADS, Ducking & Player Speed all modify a weapon's recoil
1 Year Ago
Hooked up bullet values to weapon defs
1 Year Ago
Add ViewModel recoil with separate scaling and recovery factor Fixed incorrectly calculated recoil
1 Year Ago
Synchronize recoil valus since they're predicted
1 Year Ago
Give 1911 some recoil
1 Year Ago
Simple, weapon-contained recoil steup
1 Year Ago
Fixed another NRE on death
1 Year Ago
Fixed NRE on death
1 Year Ago
Originate sounds from owner instead of the gun
1 Year Ago
Added knife weapon.. yes I know it shoots bullets.
1 Year Ago
Fade out crosshair while ADS Lowered tickrate
1 Year Ago
Pass player's speed into crosshair Remove code guns, they're not used now
1 Year Ago
Set up basics for generic crosshair types
1 Year Ago
Clip Size, Reload Time, Ammo Type all defined by resource
1 Year Ago
Add a chatbox hint for now when the player switches fire mode
1 Year Ago
Weapons can define supported firemodes, can cycle firemodes with Voice key
1 Year Ago
Re-hooked up shooting, gun sounds, added firemodes
1 Year Ago
Simplified inventory system, use defined weapon slots
1 Year Ago
Add 1911 weapon resource
1 Year Ago
ViewModel data cleanup
1 Year Ago
Work dump for resource-defined weapons
1 Year Ago
Moved AssetList "New Folder" down to be consistent with the asset list's tree context menu. Add current directory shortcut to asset folder node context menu
1 Year Ago
Update asset browser when refreshing/making new folders, add Refresh option to folder context menu
1 Year Ago
Don't ADS while sprinting, don't allow shooting while sprinting
1 Year Ago
Scale down avoidance significantly when ADS
1 Year Ago
Weapons can define their own object avoidance stats
1 Year Ago
Only apply crouch lerp if not aiming
1 Year Ago
Add PlayerController.IsAiming and WishSprinting Cleanup, hook up aim state
1 Year Ago
Renamed ShooterWeapon, adjusted MP5 and R870 stats
1 Year Ago
Add weapon asset files (incl. source)
1 Year Ago
Tweaked walkbob, fixed controller ref
1 Year Ago
Added ViewModel.CrouchAngleOffset https://files.facepunch.com/devultj/1b3111b1/sbox-dev_aE3dqIGxGp.mp4
1 Year Ago
Messy viewmodel prototyping
1 Year Ago
Add .gitignore, force remove cache
1 Year Ago
Renamed and used new weapon assets
1 Year Ago
Initial commit
1 Year Ago
Hide template list even if there's just one template. It'll be auto-selected anyway.
1 Year Ago
Hide project template list if there aren't any to use. Added a few comments.
1 Year Ago
Killed old C++ filter code, added Game.ShouldConnect - Gutted out network filter code in favor of controlling incoming connections in C#. - Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans` - probably a few more too. - Added `bool Game.ShouldConnect( long playerId )` - returning false here will reject the incoming connection before the client entity is created.
1 Year Ago
Bit of documentation, renamed INetworkServer.Connect to ShouldConnect
1 Year Ago
Remove unused NetworkClient.Connect
1 Year Ago
Renamed OnConnect to ShouldConnect
1 Year Ago
Gutted out network filter system in favor of controlling incoming connections in C#. Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans`. Added `bool Game.OnConnect( long playerId );`, returning false here will reject the incoming connection before the client entity is created.
1 Year Ago
Fixed up pointer-events API change
1 Year Ago
Set random player color on player ctor, should fix strange color mismatching