userTony Fergusoncancel

2,714 Commits over 700 Days - 0.16cph!

8 Months Ago
Remove old loadout system, replace with custom classes, gamemodes can define default class
8 Months Ago
Experiment: Use gamepad gyro for aiming (will probably make this handheld only but we'll see)
8 Months Ago
Adjust Steam Deck game scale, still high but not as insane as before
8 Months Ago
Keep Deck main menu scale the same as PC for now, server browser is totally unusable currently
8 Months Ago
Restyle weapon hud https://files.facepunch.com/tony/1b3111b1/sbox-dev_0sWCOYcgcH.jpg
8 Months Ago
Create new class button adds new class and opens it instead of erroring out
8 Months Ago
Add WeaponCard, refactor WeaponViewer to self-handle attachments, implement save/delete methods
8 Months Ago
Matchmaking map list sorts by most popular
8 Months Ago
Players can view Settings from Pause Menu, add blur if ingame
8 Months Ago
Changed main menu style, added settings page for rebinding inputs
8 Months Ago
Hide Create A Class behind the editor for now
8 Months Ago
NotificationManager supports parsing Input Hints using a pattern https://files.facepunch.com/tony/1b3011b1/sbox-dev_zC1LT7iTAi.png
8 Months Ago
Up MP5 holster time to match @MaxLebled's new anim
8 Months Ago
Reference weapon packages in sbproj, create a class can use proper models from WeaponDefinition again
8 Months Ago
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
8 Months Ago
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu Remove unneeded rich presence setter
8 Months Ago
Refactor attachment system so it's not tied to components Menu attachment toggle test Position WeaponViewer using model bounds, and can now edit attachments on either weapons Group attachments by category, give them friendly names
8 Months Ago
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this Make gamepad input poll properly in GameMenu Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
8 Months Ago
Update BaseFileSystem.ReadJson<T> docs
8 Months Ago
Testing out WeaponViewer w/ ScenePanel
8 Months Ago
Start framing out ClassModal
8 Months Ago
Hook it all together, create new class makes a new class and saves it
8 Months Ago
Start writing persistence for custom classes Add Attachment.IsUnlocked() Start framing out Create A Class page in GameMenu
8 Months Ago
Fix HTTP request parameters being flipped Merge pull request #4 from peter-r-g/peter-r-g/fix-http-request
8 Months Ago
Docs, make WeaponAttachmentComponent abstract Disable unsupported attachments instead
8 Months Ago
WIP Attachment Mods -> USP RMR, USP Suppressor, MP5 Rail
8 Months Ago
Add UIGlobals, UIGlobals.MenuScale and UIGlobals.GameScale. Scale up respective root panels on Steam Deck
8 Months Ago
Update InputHint when device changes, fixes controller glyphs Update input action binds for gamepad
8 Months Ago
Adjust mp5 recoil
8 Months Ago
SteamInput: fixed left trigger action being bound to right trigger Input: fixed AnalogInput being incorrect for right trigger
8 Months Ago
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
8 Months Ago
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods This is a breaking change, please update your code (I assume not many people are using this)
8 Months Ago
Gamepad Support Refactor (#1218) - No manifest codegen - Gamepads work again (including Steam Deck) - Goes against what SteamInput is all about 😢
8 Months Ago
Rip out manifest codegen entirely Remove Sandbox.Gamepad Add Sandbox.GamepadCode Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately Refactor Input to grab action.DigitalAction Fix up GetButtonOrigin and glyphs Update manifest.vdf to use new actions Only process input actions with a valid gamepad code Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t ) Update default manifest again Fixed controller actions not being reflected serverside
8 Months Ago
Better value for attack_hold Remove debug log :frowning:
8 Months Ago
Hook up b_jump Remove AimFireDelay
8 Months Ago
Fix death NRE
8 Months Ago
MP5: Hook up dry fire anim
8 Months Ago
Re-add holster times (but now per weapon) https://files.facepunch.com/tony/1b2411b1/sbox-dev_fd4S1u2qx7.mp4
8 Months Ago
Hooked up move_groundspeed, deploy unset, move firing mode to be on cycle instead of all the time
8 Months Ago
Set up FiringModeParameter
8 Months Ago
Add rich presence system class which is polled every so often, instead of updating presence from 7 different classes
8 Months Ago
Dynamic crosshair system
8 Months Ago
Store player levels at the time too Add team group header with the team's total score, add player levels to match modal Span style adjustments Use proper team names, not just their enum string
8 Months Ago
Remove pointer-events from some elements Changed icon for lobby owner Store team scores and per-player score in match data Add MatchModal.GetData with fallback Order player entries by score descending
8 Months Ago
Fix all warnings
8 Months Ago
Show game version in GameServerFrame
8 Months Ago
New icons, new main menu bg image
9 Months Ago
Fix NRE in ServerDll.UpdateServerDetails if playing locally, my bad
9 Months Ago
Fixed match time being incorrect in MatchCard (just didn't implement it)