574 Commits over 120 Days - 0.20cph!
Refactor item pickups, streamline logic/validation
Fix hornetgun using rpg AmmoResource
Disable pickup collider when not active
Smite GiveHealth/GiveArmour
Just rpc PickupNotice to the owner
Make a start on host-authoritative damage/death
Copy bone scale from GameObject instead of internal bone
Can't use TryGetBoneTransform because it still holds the old transform (before gibbing)
Fixes: sbox-deathmatch/issues/129
Add some protection in GameManager.OnPlayerKilledPlayer so we can figure out what's invalid and why
Snip dodgy GetHashCode override, make sure inventory slots are rebuilt when contents change
Stop gluon fx, gauss chargeup on disabled not destroy
Removed explosive damage recursion causing an infinite loop
Use PlayerData.All when spawning players on StartGame, some may be connected but not yet active
Disable gluon beam shadows
Prevent negative gluon beam length
Can damage any explosive to blow it up
Not sure how this can happen really, but okay..
eject_9mm uses our own 9x19 bullet casing instead of Rust
Tweaked eject particle direction, and mp5 vm eject orientation
Remove duplicate key to fix resource compilation
Fixed reported NRE in BaseCarryable
Post reload events to the viewmodel only, they're only useful there
Stop gluon gun white noise machine
Gluon hitmarkers
Add godmode cmd
Hornet gun: hitmarkers on projectile explode
Make player gibs an effect, so players can push it around but don't get stuck on it
Use Screen.CreateVerticalFieldOfView when creating FOV
Fix NRE for gluon gun, happened if player died before RPC was processed.
Fixes sbox-deathmatch/issues/121
Snip 2nd collider on ejected 9mm casings, reduce lifetime to 10s
Fixed Rpg not showing its world model
Ensure TripminePlaced GameObject.Destroy() is called at the end of explosion methods
Increase trace radius for Crowbar so it's more forgiving with hits - if this doesn't help as much, we can do it with increasingly larger traces, so we can still hit objects through small gaps
Tweak muzzle flash, tracer (less headache inducing)
Datacore: Add intro cameras
prevent charge station from healing above 100 hp
Fixed gluon stop sound playing 30 times when deploying the weapon
Can define a scope to hide pickup notices (great for when spawning in)
Gluon gun effects work over the network
Gluon hose validation (temporary because I just don't want it to spam)
Fixed fucked network mode on all pickup worldmodels
don't add shoot delay if shotgun right click fails
shotgun left click without ammo does auto reload
shotgun right click with only 1 ammo does single shot instead of doing nothing
change pitch of shotgun right click sound
show notice when getting a weapon pickup
prevent redundant weapon pickup notices, eg. showing both "Hand Grenade" & "grenade x 1"
change grenade/satchel StartingAmmo from 2 to 1
refresh open inventory UI when getting new weapon
fix hud gameobject typo
prevent triggering long jump in air
Gluon Hose Shader
https://files.facepunch.com/lolleko/2025/February/07_14-11-LavishTinamou.mp4
Datacore: Apply the same to long jump module
Datacore: Update ammo pickups network mode
Fixed long jump module not working
Stop gauss sounds if the weapon gets destroyed for whatever reason
Removed some code from the hornet gun
prevent long jump input making bots jump too
rename tripwire ammo display name to tripmine
coffins can have LongJumpModule
pickup notice for long jump module
fix missing long jump sound
coffins contain ammo
don't show notice when gaining ammo if we already had max amount
check active inventory item instead of "held"
since player's active weapon can be set in other places besides inventory input
prevent number keys from selecting 2nd weapon in other slot
rename currentSlot to currentIndex to remove ambiguity with weapon slot
set up tripmine kill icon
flip icons horizontally for shotgun/gauss/rat so killfeed icon points right
kill icons for grenade/rpg/rat