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945 Commits over 245 Days - 0.16cph!

11 Days Ago
Turn off host migration
11 Days Ago
Fixed PlayArea causing a HealthComponent assert (we were calling this on non-host clients)
11 Days Ago
Fixed Marker NRE
11 Days Ago
Remove player friction stuff, derive from surfaces instead Fixed scoped weapons keeping aiming tag when ending scoped state Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again Use equipment flags for aiming instead of half tags, half flags
11 Days Ago
Client.Kick functions as intended
11 Days Ago
Update m700 package Update .gitignore
11 Days Ago
PlayerState -> Client Use M700 with arms
11 Days Ago
Made improvements to MoveModeDefault so we're not struggling up ramps
29 Days Ago
Fixed player dropping under the map on death
29 Days Ago
StateMachine validity check in GameMode.StatusDisplay
29 Days Ago
Equipment validity check in AimWeaponComponent.OnIsAimingChanged
34 Days Ago
Couple of NRE fixes from reported exceptions
55 Days Ago
Better walk friction
55 Days Ago
Fix possible NRE in GameMode.Get Proper validity checks in RoundStateDisplay
55 Days Ago
Turn Retakes back on so we can test why its game loop gets stuck sometimes
55 Days Ago
Create Networking.config
55 Days Ago
Turn off collider object when we die
55 Days Ago
Fixed wonky net flags for kill/damage
55 Days Ago
Update to use new Rpc attributes
55 Days Ago
Reduce player outline width, only show killer outline if we're spectating
55 Days Ago
Update player to use PlayerController
55 Days Ago
refinery updates muzzle flash updates + meta files Refactor crosshair, no more razor Hitmarkers, kill markers re-implementation Kill marker is also red Fixed ServerBrowser NREs caused by Data being null Fixed some warnings, removed libwheel Features Update M4 recoil pattern Browser Cleanup Remove deck Replaced annoying button hover sounds with less annoying ones Modal system, hand-hold the player through lobby list Should have sorted crosshair nre Camera error fix Playtest fixes Sort gamemodes correctly, disabled some modes for now Another couple of error fixes Fixed all the mount grenade prefabs, resolve usp bodygroups NetworkSpawn weapons after setting owner so it's sent at once Should've fixed multiple weapons overlaying Fixed map voting Fixed player markers offset Use correct mixer for main menu music Make lines transparent when sprinting, keep dot if we have one Crosshair improvements Fixed pause menu button going mental Reduced distance of some weapon sounds Fixed HE explosion sound Fixed missing player stats component on several gamemodes Don't need this shit NRE get_IsLocalPlayer fix Possible fix in GameModeObject ScreenShake.FOV fix PlayerStatsRule NRE fix Rename Casual Defuse to just Defuse, remove helmet/defuse kit defaults Map Refactor, remove MapDefinition, use MapInformation as Scene metadata, pass scenes around instead of wrapper Remove .map files Update backgrounds for map scenes Fixed up weapon visibility in thirdperson Greatly simplify how we render stuff based on being firstperson/thirdperson, should be very solid now Refinery: Add ambient light, place a few characters around in editor only mode Don't need flags on these Don't render crosshair if HUD is disabled Don't apply viewer tag to players that aren't me Force-off to be sure Can't re-equip same weapon Let's do viewer tag this way instead Little sound tester tool https://files.facepunch.com/tony/1b1311b1/sbox-dev_HsjHgYb7hU.png Balance out a bunch of audio attenuation Fixed main menu guns not being shown Turn off AO on the main menu because it looks like ass with DoF/fog Reduce main menu blur Fixed some grenade refs Fix knife swing sound, amongst other fixes Tweak HE grenade, little bit higher fuse time, bit more bouncy, emits temporary bounce sound, has rolling restitution I'm turning off AO for now Fixed bomb icon showing up for everyone when it shouldnt Fixed size inconsistency between round team display Fixed game status display flicking the time up repetitively Use Overlay for viewmodels Adjust Crosshair to show in thirdperson if we're locally controlled, or disappear if we're not locally controlled Crosshair types, alpha interpolation Add Equipment.CrosshairType No ammo state for Crosshair Save some useful metadata in weapon prefabs so we can use it for dropped weapons, so we can use accurate bodygroups, model, bounds from the model renderer Removed some unused props Fixed not being able to hit E to pick up a weapon Don't play zoom sound if ending zoom on drop when we're not zooming at all Don't create tracer if the effect distance is low Attempt at ensuring RoundStateTeam avatars change when they should Save out C4 so we have its metadata Use legacy tonemapper for now Add CrosshairType.Dot Refinery's too small to even need global fog Proper icons for USP-S and Bayonet Update grenade icons Up molotov's throw power to match the HE Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates Add sync'd weapon flags so aim is properly networked, works properly when spectating other players Fixed air-kill killfeed icon being always black, it should be the attacker color if not self various VFX adjustments Fixed headshot sound ranges Temp fix for fire, using facepunch.fire_particle_fast ApplyThrowableAnimations NRE fix Proper validity checks in Chat, add PlayerPawn.GetZone<T> Component constraint Bomb-proof the bomb plant component Shouldn't need this redundant null check GameNetworkManager assert demoted to warning Crosshair camera validity fix ScreenShaker camera validity fix Color adjustments for camera Fixed references to human textures being broke Stop "active sound handle count" spam Restored default movement, incl penalties, tweaked base friction, implemented real noclip
2 Months Ago
Stop "active sound handle count" spam
2 Months Ago
Fixed references to human textures being broke
2 Months Ago
Color adjustments for camera
2 Months Ago
Proper validity checks in Chat, add PlayerPawn.GetZone<T> Component constraint Bomb-proof the bomb plant component Shouldn't need this redundant null check GameNetworkManager assert demoted to warning Crosshair camera validity fix ScreenShaker camera validity fix
2 Months Ago
ApplyThrowableAnimations NRE fix
2 Months Ago
Temp fix for fire, using facepunch.fire_particle_fast
2 Months Ago
Fixed headshot sound ranges
3 Months Ago
Fixed air-kill killfeed icon being always black, it should be the attacker color if not self
3 Months Ago
Add sync'd weapon flags so aim is properly networked, works properly when spectating other players
3 Months Ago
Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates
3 Months Ago
Up molotov's throw power to match the HE
3 Months Ago
Update grenade icons
3 Months Ago
Proper icons for USP-S and Bayonet
3 Months Ago
Refinery's too small to even need global fog
3 Months Ago
Add CrosshairType.Dot
3 Months Ago
Use legacy tonemapper for now
3 Months Ago
Save out C4 so we have its metadata
3 Months Ago
Attempt at ensuring RoundStateTeam avatars change when they should
3 Months Ago
Don't create tracer if the effect distance is low
3 Months Ago
Don't play zoom sound if ending zoom on drop when we're not zooming at all
3 Months Ago
Ammo reserves
3 Months Ago
Fixed not being able to hit E to pick up a weapon
3 Months Ago
Removed some unused props
3 Months Ago
Save some useful metadata in weapon prefabs so we can use it for dropped weapons, so we can use accurate bodygroups, model, bounds from the model renderer
3 Months Ago
No ammo state for Crosshair
3 Months Ago
Crosshair types, alpha interpolation Add Equipment.CrosshairType
3 Months Ago
Adjust Crosshair to show in thirdperson if we're locally controlled, or disappear if we're not locally controlled
3 Months Ago
Use Overlay for viewmodels