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reposbox-gunfightcancel

866 Commits over 609 Days - 0.06cph!

1 Year Ago
Saturate player's view based on health, removed health hud
1 Year Ago
Support Laser for 1911, updated aim offsets
1 Year Ago
Updated AKM sight offset
1 Year Ago
Make first weapon active alwayas
1 Year Ago
Add Gamemode.CanPlayerRegenerate Restyled score panel https://files.facepunch.com/devultj/1b2611b1/sbox-dev_7pfMkeGIb8.png
1 Year Ago
Hud adjustments
1 Year Ago
Fix NRE in LaserSIght.UpdateEyeTrace
1 Year Ago
Redo laser sight attachment tracing code
1 Year Ago
Update laser sight model
1 Year Ago
Fix laser sights persisting when weapon isn't drawing
1 Year Ago
Updated FAMAS aim offsets, including Laser
1 Year Ago
Allow ADS while reloading
1 Year Ago
Add Weapon.HasAttachment<T> Add gunfight_crosshair_always_show debug convar Updated how ADS is done
1 Year Ago
Don't render crosshair if dev camera is active Decreased laser radius Fixed Famas world laser spot Decreased laser dot sprite size Laser shouldn't follow eye position if it's not the local player
1 Year Ago
Fixed Laser dot not showing
1 Year Ago
Fixed strange behavior with laser sight transforms
1 Year Ago
Added AimAttachmentStyle, first draft for overriding ADS with a laser sight https://files.facepunch.com/devultj/1b2411b1/sbox-dev_OI67deE338.mp4
1 Year Ago
Change laser direction if sprinting / sliding
1 Year Ago
Add WeaponAttachment.Mirror( VIewModel )
1 Year Ago
Fixed players not running FrameSimulate on ActiveChild
1 Year Ago
Use attachment rotation if reloading
1 Year Ago
Set up laser particles on laser sight
1 Year Ago
Weapon.FrameSimulate correclty runs FrameSimulateAttachments
1 Year Ago
Inform ViewModel when attachments are added/removed
1 Year Ago
Temporary asset for Laser Sight, attachments can override ViewModel aim transform
1 Year Ago
Started API for Weapon Attachments
1 Year Ago
Updated MP5 anim graph to support holstering
1 Year Ago
Fixed NRE with CoverAimMechanic.DoVisualEffects
1 Year Ago
Yet some more crosshair editing
1 Year Ago
Adjusted Crosshair setup
1 Year Ago
Added WallInfo.AbsoluteHeight, fixed Vaulting
1 Year Ago
Show WallHeight traces if BasePlayerController.Debug is on
1 Year Ago
Increased recoil scale penalty for firing while moving ApproximateWallHeight will only iterate up to 20 times. Before it would be iterating hundreds, if the wall was massive. ApproximateWallHeight will correctly calculate the height of a wall, relative to the player's location Mantle: Duck the player if wall height is low enough
1 Year Ago
Moved Player weapon code into its own partial class
1 Year Ago
Added CanChangeWeapon, queue weapon switches
1 Year Ago
Update state order and removed debug print
1 Year Ago
Add fallback pickup label hint, no more `[E] object`
1 Year Ago
Changing weapon isn't immediate, added holster state to animgraph
1 Year Ago
Removed auto weapon switch when empty
1 Year Ago
Removed SimulateView
1 Year Ago
R870: reload time decreased by more than half
1 Year Ago
Fast firing penalty for the Revolver https://files.facepunch.com/devultj/1b2211b1/sbox-dev_5pOf2NFcw9.mp4
1 Year Ago
Updated Revolver to include spread
1 Year Ago
Added weapon accumulated spread. Shown visibly on the ViewModel
1 Year Ago
Project backwards with penetration, so bullet holes are on both sides of a wall https://files.facepunch.com/devultj/1b1811b1/sbox-dev_XH4xFVufKB.mp4
1 Year Ago
Ricochet impacts & trails https://files.facepunch.com/devultj/1b1811b1/sbox-dev_tbJXwJSPxP.mp4
1 Year Ago
Adjusted viewmodel weights for all weapons
1 Year Ago
Removed strange sprint walkbob offset, updated revolver walk bob
1 Year Ago
CapturePoint responds to player deaths
1 Year Ago
Decreased ping lifetime if not enemy / resource