userTony Fergusoncancel

4,166 Commits over 884 Days - 0.20cph!

2 Years Ago
Delete all loose weapons on the ground when map gets cleaned up Mess with tickrate some more Added WeaponDefinition.FindFromSlot, WeaponDefinition.Random( list ) Instead of hardcoded randomizer, use new methods to randomize loadout outside of Gunfight mode
2 Years Ago
Don't shake screen while sliding
2 Years Ago
Decreased AKM pitch variance
2 Years Ago
Updated AKM sound in resource
2 Years Ago
Cover aim hint positions itself in the world Vaulting mechanic rewritten, will now test the next position and stop if we're going to get stuck
2 Years Ago
Also added the new sounds..
2 Years Ago
Added round countdown sounds
2 Years Ago
Fix NRE for Inventory.GetAll
2 Years Ago
Set CapturePointEntity model
2 Years Ago
First version of round won panel
2 Years Ago
Re-add code to omit capture point marker if we're capturing it
2 Years Ago
Added GunfightCapturePanel, simple UI template to show flag status https://files.facepunch.com/devultj/1b1411b1/ShareX_eevAonsQQK.png
2 Years Ago
Revolver can 1-hit headshot
2 Years Ago
Fixed damage not working outside of active gamemode Add Revolver resource, Cowboy loadout resourc
2 Years Ago
Updated AKM icon in resource Adjusted round lengths, don't end the round if someone is capturing the flag. Minor tweaks to CapturePoint, HudMarkers Merge branch 'main' of sbox-gunfight
2 Years Ago
Create CapturePointEntity.cs Create GamemodeMarker.cs Create a capture point when RoundFlagActive, clean all capture points when starting the round Map update Add Gamemode.OnFlagCaptured Win the round on CTF
2 Years Ago
Upgraded score panel, bigger time countdown, alive player counts
2 Years Ago
Added more loadouts
2 Years Ago
Clear player effects on respawn
2 Years Ago
Reset K/D on game reset
2 Years Ago
Moved around slide effects, clear effects on death Players can respawn while waiting for players
2 Years Ago
Show winning team at the end of the game
2 Years Ago
Add/RemoveScore returns new score Don't go to RoundOver if we've intended to end the game
2 Years Ago
Handle game won state, go back to WaitingForPlayers, which will now check the active player count and go straight to round cooldown.
2 Years Ago
Loadouts can provide ammo Update AKM ammo-type
2 Years Ago
Define Loadout GameResource Add Gamemode.PlayerLoadout, hook it up to Gunfight
2 Years Ago
Check for dead players and award the other team. Semi-working gameplay loop!
2 Years Ago
Add AKM to random weapon rotation Fixed grabbing wrong weapon name in KillFeed
2 Years Ago
Use LifeState to decide different pathways for gamemodes to take when respawning a player. LifeState.Respawning = player will respawn in a few seconds. LifeState.Dead = gamemode must manually respawn them.
2 Years Ago
Add Gamemode.PreSpawn( player ), RespawnAllPlayers, disable input when movement is disabled Prevent Damage if gamemode.AllowDamage is false Adjusted spawnpoint query, added SpawnPointTag More work on Gunfight gamemode rules & game flow Delete inventory contents on respawn Add post process overlay when in round countdown
2 Years Ago
Start decaying the weapon once it's dropped
2 Years Ago
Added AKM weapon resource
2 Years Ago
Started work on game states for Gunfight
2 Years Ago
Added GunfightWeapon.Start/StopDecaying, prioritize penetration over ricochet
2 Years Ago
Added team system support to player hud markers Added scoring system Added more QoL accessors for TeamSystem Kill Feed will try to use team colors Added GunfightScorePanel, ready for gameplay loop! Unset debug scores
2 Years Ago
Restructure some team extensions, assign players to teams in Gunfight gamemode
2 Years Ago
Gamemodes can create their own hud style
2 Years Ago
Add gamemode selection, map defines it as priority, then via convar (GameSetting) Add boilerplate Team System Added ToExtensions Update .addon w/ GameSettings
2 Years Ago
Temporary priamry weapon randomizer
2 Years Ago
Add Inventory.HasWeaponWithAmmoType Only siphon ammo if it benefits the player
2 Years Ago
Add gunfight_createweapon test command Weapons are usable, can pick them up Drop the player's Primary Weapon on death If the player collides with a weapon, siphon ammo from it until we don't need the weapon anymore. Then delete the weapon.
2 Years Ago
Upped BulletSize for knife, R870 is a primary again Cleared up all compiler warnings
2 Years Ago
Burst FireMode is simulated properly now
2 Years Ago
Accidently broke ricochet
2 Years Ago
Fixed shotguns being absolutely useless due to damage reductions
2 Years Ago
Apply damage reduction for both ricochet and penetration
2 Years Ago
Add GunfightWeapon.ShouldPenetrate
2 Years Ago
Weapons can define their own damage flags, fixes knife being able to penetrate
2 Years Ago
Pass proper bullet range instead of hardcoded numbers
2 Years Ago
Added basic bullet penetration. Doesn't respect surface materials or glass yet https://files.facepunch.com/devultj/1b1211b1/sbox-dev_arg4pZtXBC.mp4