userTony Fergusoncancel
reposbox-deathmatchcancel

74 Commits over 0 Days - ∞cph!

1 Hour Ago
Add BaseWeapon.DeployTime, resolves #86
1 Hour Ago
Add data annotations to GameConfig Add Crowbar hit sound
Yesterday
AmmoResource is not null fix in Pickup
Yesterday
Removed WeaponModel.BeamEffect, any notion of beam effect from base weapon - this lives in GluonWeapon, responding to events Removed some logs Rename OwnerPlayer() to Owner, add some comments
5 Days Ago
Update rat death prefab to use new version of impactfleshmist
5 Days Ago
Show a countdown on the scoreboard when we're in results stage, resolves #83
5 Days Ago
Same throw position code for RPG
5 Days Ago
Add icon to crossbow bolt projectile
5 Days Ago
Fixed shotgun and mp5 default clip sizes
5 Days Ago
Unify headshot damage, add gameplay config for it
5 Days Ago
Buff Python damage to 50 (was 12)
6 Days Ago
Added `sbdm.bots.notarget` Fixed projectiles not carrying over correct kill icons, added proper icons for rpg projectile, mp5 projectile
6 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
6 Days Ago
🤦🏻 - fixed CrossbowWeapon projectile direction, resolves #77
6 Days Ago
Fixed another tripmine error when there's no parent
6 Days Ago
Play third person attack animations where relevant, resolves #80
6 Days Ago
Fixed kill feed row height, resolves #79
6 Days Ago
Forgot to uncomment this
6 Days Ago
Add weapon icon to kill feed entries
6 Days Ago
TimedExplosive -> Explosive (updated prefab refs too)
6 Days Ago
Hook up ammo resource to grenade pickup
6 Days Ago
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
7 Days Ago
Die if we dip below 1 health, ceil health on hud, resolves #73
7 Days Ago
Add scorch to explosions Reduced shell bounce sound range significantly
7 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
7 Days Ago
Add component that plays only self collision sounds, add to bullet eject prefab
7 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)
7 Days Ago
Fix RpgWeapon NRE
8 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
8 Days Ago
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay Fixed TakeAmmo not working with count param
8 Days Ago
Shotgun: Increase crosshair gap
8 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
8 Days Ago
Add Shotgun, incremental reloading, reload cancelling option
12 Days Ago
Add voices UI, tweaked voice transmitter properties to not be worldspace
12 Days Ago
Don't do effects if we're the server in many cases
12 Days Ago
Rat: if on ground, keep pitch at 0
12 Days Ago
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
12 Days Ago
Rat: die after a set period of time (30s by default)
13 Days Ago
TriggerHurt: Look for a collider instead of RequireComponent Remove transform offset from map loader
13 Days Ago
Use our new map by default
13 Days Ago
Rat: give weapon a svg icon
13 Days Ago
Fix rat pickup item prefab reference
13 Days Ago
Rat: try to bite target if we're lunging and they're close enough
13 Days Ago
Rat: add grounded checks instead of arbitrary timing
13 Days Ago
Add rat weapon that throws a rat
13 Days Ago
Rat NPC (doesn't hurt the player yet) Rat cleanup
14 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
14 Days Ago
Gauss: spin viewmodel's coil every time we consume a bit of ammo
14 Days Ago
Make gauss coil parent to a separate bone so we can rotate it later
14 Days Ago
Update Gauss model to use blockout Use correct model for Rpg item