userTony Fergusoncancel

4,027 Commits over 853 Days - 0.20cph!

1 Year Ago
Refactor progression around a generic enough persistence system
1 Year Ago
Relax non-ironsight fire scale
1 Year Ago
Remove use of CancelWebAuthTicket in WebSocket.Connect, was crashing dedicated servers
1 Year Ago
Clear burst fire state if we run out of ammo while bursting
1 Year Ago
Ironsight changes
1 Year Ago
Set up ironsights through Max's anims
1 Year Ago
Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
1 Year Ago
Editor: If "show start screen" is off, load last opened project automatically
1 Year Ago
Remove duplicate gamepad codes in common actions
1 Year Ago
Docs pass / MenuDll typo fix
1 Year Ago
Fix initial menu presence, as well as presence when disconnecting from a server
1 Year Ago
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
1 Year Ago
Make rich presence say playing a game while in its game menu (update to say Menu later?)
1 Year Ago
When connecting to a server, open its gamemenu and immediately open the loading screen
1 Year Ago
Cache GameLobby.Data to prevent issues with grabbing lobby info after setting it. Invalidate on lobby data refresh Probably a better way to do this :anguished:
1 Year Ago
Remove WebAPI
1 Year Ago
If we've got no ammo, assume we can eliminate weapon recoil
1 Year Ago
Downgrade progression logs to Trace
1 Year Ago
Update default manifest again Fixed controller actions not being reflected serverside
1 Year 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 )
1 Year Ago
Docs pass for GameLobby, importantly Lobby.ConVars, and inherit docs where possible
1 Year Ago
Add ProgressionComponent, grab Player from API Show player level in scoreboard
1 Year Ago
Fixed these requests being back to front...why they're like this in the first place is weird imo Update Models Send XP requests
1 Year Ago
Add player endpoints
1 Year Ago
Use azure api url
1 Year Ago
Build match submit request, send 'em off (on FFA only atm)
1 Year Ago
Add MatchHistory.SubmitAsync
1 Year Ago
WebAPI integration
1 Year Ago
Only assign firstHit when we hit something, doesn't have to be on first iteratio neither Lower eye height for slide, can slide through lower gaps
1 Year Ago
First iteration of vault mechanic (jumping through windows, quickly over short ledges Turn VaultMoveMechanic.IsDebugging off
1 Year Ago
Org Info Modal https://files.facepunch.com/tony/1b0711b1/sbox_g2OtLOLYzn.mp4
1 Year Ago
Add splash screen
1 Year Ago
Update GameStatus visuals a bit
1 Year Ago
Add placeholders to FFAStatus if there's no second/third player
1 Year Ago
Fixed gamemode not being set correctly from lobby
1 Year Ago
Add "x is the winner!" text when FFA mode ends
1 Year Ago
Fixed being able to move / shoot while Gamemode.AllowMovement was set to false
1 Year Ago
Fix ammo HUD not updating when ammo reserve changes
1 Year Ago
Use proper client int for kills
1 Year Ago
FFA: Win the game if someone hits the Max score
1 Year Ago
Fixed ui layout problems if there's no second / third player
1 Year Ago
Add FFA hud
1 Year Ago
Kill feed styling adjustments
1 Year Ago
Actually use enemy markers instead, makes more sense.
1 Year Ago
Set gamemode correctly in lobby, pass it through to game Whip up a quick FFA mode IsValidSpawn accounts for gamemode setups where there's no teams Update .sbproj Remove unused code, unused Net properties Re-enable Conquest gamemode Add neutral marker state
1 Year Ago
Set USP worldmodel bodygroups
1 Year Ago
Fixed players trying to delete guns clientside
1 Year Ago
Get the correct winning team on KC
1 Year Ago
Alter ActionButton mask behavior
1 Year Ago
switch a bunch of logs to be Log.Trace