userTony Fergusoncancel

4,160 Commits over 884 Days - 0.20cph!

7 Months Ago
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
7 Months Ago
Move Recent Scenes into its own section between Save All and Quit
7 Months Ago
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
7 Months Ago
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
7 Months Ago
Docs, more cleanup
7 Months Ago
Add BaseInteractable.FreezeMotion( bool ), more docs
7 Months Ago
Interpolate player pouch held transform
7 Months Ago
First rough version of player pouches
7 Months Ago
Loads of random work trying to make the interaction system less shit
7 Months Ago
Add ability to force-grab stuff if you're holding the trigger before grabbing (https://files.facepunch.com/devultj/1b0911b1/sbox.2024.05.09.15.44.52.mp4)
7 Months Ago
Add IGrabbable interface, start implementing it properly
7 Months Ago
Hands can push objects out of the way now
7 Months Ago
Programmatically remove grab point from bullet prefab if spent Apply angular velocity to ejected bullets, support IDamageable Implement IDamageable to FlipUpTarget Interactable: Use secondary grab point's up vector for Rotation.LookAt, so we can roll with our secondary hand Update shooting_range
7 Months Ago
Changed play button bind back to F5
7 Months Ago
Fixed bullet ejection speed, big button in shooting range bone flag
7 Months Ago
Fixed up bone setup for mp5
7 Months Ago
Actually, use a prefab instead Removed unused spent shell prefab
7 Months Ago
Refactor bullets to hold info about spent state. Eject from chamber conditionally
7 Months Ago
GetPrioritizedGrabPoint will prioritize the current grab point before evaluating hovered list
7 Months Ago
Fixed up the USP's attachment points Crude version of ejecting casings when shooting, and when pulling slide back manually Should've fixed PostDeserialize error for mags
7 Months Ago
EnumControlWidget: Use Title instead of Name in PaintControl
7 Months Ago
Fixed the tables being flippable
7 Months Ago
Fixed weird grabbing behavior
7 Months Ago
Added building pieces for TriggerInteractable Add big_button.vmdl_c, version of our button that has bones Added hover interaction type, doesn't require input at all (https://files.facepunch.com/devultj/1b0811b1/sbox.2024.05.08.12.02.09.mp4)
7 Months Ago
Add MovingTarget component Add BouncingTarget (same as MovingTarget, but flips distance when it reaches its destination) Added FlipUpTarget Add flip up target sound, docs
7 Months Ago
Implement trash remover component
7 Months Ago
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader
7 Months Ago
Fixed NRE
7 Months Ago
Update shooting range
7 Months Ago
Convert some guns and mags to prefabs, laser pointer can be toggled with joystick down on held hand
7 Months Ago
Fix NREs when running outside of VR
7 Months Ago
Fixed some issues w/ attach points
7 Months Ago
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
7 Months Ago
Started work on a shooting range scene (https://files.facepunch.com/tony/1b0611b1/sbox-dev_XK299N0MPB.jpg)
7 Months Ago
Add weapon chamber sound event Same for mags Minor bug fixing Scene update Add extremely basic player movement component, and player look component (using snap-look)
7 Months Ago
Added BulletComponent, bullet interactable, ability to manually chamber a weapon chamber with a bullet, can load mags manually too
7 Months Ago
Added weapon chamber system, mp5 bolt feeds from mag somewhat realistically. Bullets stored as individual objects, with goal of being able to fill up mags / chamber guns manually
7 Months Ago
Exchange weapon magazine bodygroups to reflect their current state (full, empty) Hooked up new mag components where necessary
7 Months Ago
Add hack to adjust angles of a point interactable if it's at 1 Added ability to slap the slide of certain weapons (MP5) (https://files.facepunch.com/tony/1b0311b1/slap_vr.mp4) Add Hand.Velocity, calculate velocity Add Interactable.MassScale Update prefabs
7 Months Ago
Redid how I implemented hand poses. Add HandPreset class, use HandPreset.Apply( SkinnedModelRenderer ) to apply, and can edit per-finger in the inspector
7 Months Ago
Very simple implementation of slide release blocking the weapon's ability to fire
7 Months Ago
Can customize recoil values Add more USP sounds
7 Months Ago
Integrate grab point events Add PointInteractabvle.ResetOnRelease - good for the USP's slide Push slide release system
7 Months Ago
New sounds Hand collects a hash set of eligible grab points, and picks the closest one when gripping (fixes jank where you'd grip and nothing would happen) Mark Sync/Broadcast on some things in Weapon
7 Months Ago
Added LaserPointer component (https://files.facepunch.com/tony/1b0211b1/sbox-dev_dmbhFl6YT6.mp4) Implement point interactables. Not using animation, this turned out to be more work than necessary for now. https://files.facepunch.com/tony/1b0311b1/sbox.2024.05.03.08.43.17.mp4
7 Months Ago
Add BaseInteractable, moved some common stuff into there. Added WeaponPartInteractable, in preparation for being able to interact with the MP5's charging handle
7 Months Ago
Removed world model mags, we're not doing it like this
7 Months Ago
MP5 separate magazine models
7 Months Ago
Delete GameManager (has been replaced by Game for ages now)
7 Months Ago
Can attach while already attached (detaches old attached object) Add very basic recoil to weapons