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1,550 Commits over 214 Days - 0.30cph!

6 Months Ago
Add player clip volume to shipment
6 Months Ago
Spawn a big burst of cash when someone dies holding the bag
6 Months Ago
Make sure active gamemode is networked NetworkSpawn cash bag after adding CashBag component
6 Months Ago
Call NetworkSpawn in DroppedEquipment.Create Fix cash bag not spawning Network CashGrab game objects [HostSync] CashPoint.State Fix some Spottable properties
6 Months Ago
de_oil updates clip pass on obvious OOB spots
6 Months Ago
Create Shipment scene
6 Months Ago
USP + SD fire rate increase
6 Months Ago
added money burst fx https://files.facepunch.com/jason/1b1611b1/sbox-dev_4eKmd7ZWkP.mp4
6 Months Ago
Attach money trail prefab to world cash bag
6 Months Ago
added money particles https://files.facepunch.com/jason/1b1611b1/sbox-dev_7gTafzrWDd.mp4
6 Months Ago
Unlimited money in cash grab
6 Months Ago
Add a bunch of cash grab points and extracts The last cash point can't be the next cash point
6 Months Ago
Add gizmos for cash points & extracts
6 Months Ago
Add screen overlay when spawn protection is active
6 Months Ago
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
6 Months Ago
Fix it properly Add hud marker for extracts Cash point shows a hud marker if the cash is spawning soon
6 Months Ago
Fix NRE when shooting at the sky
6 Months Ago
Add support for input hints on marker objects, expose LookOpacity
6 Months Ago
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
6 Months Ago
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg Super cruddy basic DebugOverlay
6 Months Ago
Restore my lost scene hierarchy changes for the third time
6 Months Ago
WIP test map Not ready to play yet. Merge branch 'main' of sbox-hc1
6 Months Ago
map updates - figuring out catwalk
6 Months Ago
Define win state for cash grab
6 Months Ago
Add EquipmentDropper.Categories so we can define which slots drop on death
6 Months Ago
Transition to picked up state when someone picks up the cash Add CashPointTracker.Cleanup Add CleanUpCashPoint rule Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now Don't shrink scores in team display
6 Months Ago
Can define dropped collider size for weapons
6 Months Ago
Added cash bag marker Some work on marker system to handle lifetime better
6 Months Ago
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon Track who's holding the cash bag Create a CashBag component on the dropped cash bag, so we can make markers for it
6 Months Ago
Fixed drone model orientation
6 Months Ago
Rename Operators team
6 Months Ago
de_g: More scene hierarchy changes
6 Months Ago
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
6 Months Ago
Fixes, better state management for cash point Expose ExtractionPoint Trigger Add cash grab components
6 Months Ago
callout cleanup
6 Months Ago
scene updates added text in-map for callouts
6 Months Ago
de_g: Clean up scene hierarchy More work on cash grab, tracker, cash point, extraction point, game state rules
6 Months Ago
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
6 Months Ago
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format Add currency scoring format to Cash Grab
6 Months Ago
Start designing cash grab gamemode flow
6 Months Ago
Fix buy zone rules for non-host players Make sure game mode parent object is networked Maybe this doesn't matter?
6 Months Ago
map updates
6 Months Ago
Added cash bag weapon
6 Months Ago
More equipment naming
6 Months Ago
Some Weapon / Equipment cleanup
6 Months Ago
Fix FPS test scene
6 Months Ago
Move around some buy system code, not dictated in the player now, added event where rules can control buy menu
6 Months Ago
WaitForPlayers logic change Resets timer while < MinPlayerCount are connected Skips if >= SkipPlayerCount are connected
6 Months Ago
Re-implemented TDM
6 Months Ago
Re-implement kill / objective rewards