userTony Fergusoncancel

4,160 Commits over 884 Days - 0.20cph!

6 Months Ago
Set louie's map as startup
6 Months Ago
Knife is a 2 hit kill M4 damage decreased
6 Months Ago
Upped pistol fire rate, decreased damage
6 Months Ago
Fixed footsteps sounding weird
6 Months Ago
Dead state for avatars
6 Months Ago
Extremely basic avatar displays for connected players
6 Months Ago
Add playerinfo hud showing HP
6 Months Ago
Sync life state
6 Months Ago
Comment out viewbob
6 Months Ago
Added basic fly mode for louie
6 Months Ago
Expose lobby id to AsyncGetLobbies
6 Months Ago
Get rid of player controller mechanics
6 Months Ago
Validate PlayerBoxCollider Player doesn't depossess on death, fixed respawn issue
6 Months Ago
Added some lobby utils
6 Months Ago
Project uses quick play launch mode, which should try to join a lobby automatically
6 Months Ago
Network damage and HP
6 Months Ago
Give the player an extra collider to handle player to player collisions
6 Months Ago
Give the player an extra collider to handle player to player collisions Stash minimap stuff
6 Months Ago
Remove viewmodel camera stuff Make minimap renderer gizmo less obnoxious
6 Months Ago
Update .sbproj
6 Months Ago
Tentative fix for laggy viewmodel inertia
6 Months Ago
Work on minimap renderer
6 Months Ago
Crush viewmodel move speed when slow walking
6 Months Ago
Crosshair changes Can hit with melee weapons now
6 Months Ago
Change crowbar to be trenchknife instead Removed unused fonts, changed weapon row style a bit Made footsteps more rhythmic
6 Months Ago
Fix NRE for weapons that don't have shooting Add WeaponData.Price Add basic idea of teams, hide non-friendly player markers for now
6 Months Ago
Disallow unequipping current weapon, add run hint Add knife weapon (can't hit with it yet)
6 Months Ago
Fixed not being able to inflict player damage Normalize WishMove so moving diagonally isn't faster Adjusted player movement speeds
6 Months Ago
Expose some player properties for designers
6 Months Ago
Cleanup, remove sprint Add slow walk, no footsteps if slow walking
6 Months Ago
Update README
6 Months Ago
Initial commit
6 Months Ago
FOV offset is too much when aiming, reduce it Add GameEventSystem Temporarily turn off impact particles Don't show player marker if they're dead Implement hitmarkers Ricochet, object penetration
6 Months Ago
Add basic sway
6 Months Ago
Hook aim inertia values up for viewmodels (https://files.facepunch.com/tony/1b2511b1/sbox-dev_2sW0LA4PSo.mp4)
6 Months Ago
Fixed MP5 irons Bind Slot3, add USP to default loadout
6 Months Ago
Use new M4 sound, don't render player marker if behind
6 Months Ago
Added Marker.IsOffScreen, Marker.IsBehind, Marker.ClampToScreen, screen safezone Added chevron that points towards the target while it's off screen (https://files.facepunch.com/tony/1b2511b1/sbox-dev_8FvXZNa3to.mp4)
6 Months Ago
Start framing out a hud marker system Don't display markers that are behind the player by default
6 Months Ago
Code cleanup, docs, hud adjustments
6 Months Ago
Implement M4A1 weapon
6 Months Ago
Demonstrate world input issue
6 Months Ago
menu: Only create the VR player when we're running in VR
6 Months Ago
Add button for toggling hold manually in the editor (outside of VR) https://files.facepunch.com/tony/1b2211b1/sbox-dev_HsOtOwwohC.mp4
6 Months Ago
If a player fails a serve, reset the state back to serving
6 Months Ago
Kick off the game loop, place ball in player's hand accordingly
6 Months Ago
Ball hit loop Create PlayArea utility component to dictate who owns the area where the ball is bouncing (https://files.facepunch.com/tony/1b2211b1/sbox-dev_qfxGhcSR1G.jpg) Ball bouncing game loop
6 Months Ago
Minor refactors to holdable/hand placement Some boilerplate on game loop, add TeamComponent, Team enum Add global events for when the ball is hit, ball bounces Refactor a bit Team changed events
6 Months Ago
Add InteractionRange to WorldPanel component (resolves sbox-issues/issues/5550)
6 Months Ago
Added HandMenuPointer, use the hand's index finger to cast a ray forward for WorldInput, use RayToLocalPosition to grab transformed ray distance (feel like we could expose this in a better way) Use particle for menu pointer