usertonycancel

4,599 Commits over 976 Days - 0.20cph!

15 Days Ago
Turn off host migration
15 Days Ago
Fixed PlayArea causing a HealthComponent assert (we were calling this on non-host clients)
15 Days Ago
Fixed Marker NRE
15 Days Ago
Remove player friction stuff, derive from surfaces instead Fixed scoped weapons keeping aiming tag when ending scoped state Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again Use equipment flags for aiming instead of half tags, half flags
15 Days Ago
Client.Kick functions as intended
15 Days Ago
Update m700 package Update .gitignore
15 Days Ago
PlayerState -> Client Use M700 with arms
15 Days Ago
Made improvements to MoveModeDefault so we're not struggling up ramps
15 Days Ago
Added player gibbing, damage system wrapped in TraceAttackInfo.From( tr, ... ), added DeathmatchDamageInfo [temporary, I wanna see what we need to add before thinking about merging to DamageInfo]. Explosions will create every gib. https://files.facepunch.com/devultj/1b2211b1/sbox-dev_3gY6EMu0Bd.mp4
15 Days Ago
Add BaseWeapon.DeployTime, resolves #86
15 Days Ago
Add data annotations to GameConfig Add Crowbar hit sound
15 Days Ago
Add ConVarFlags.GameSetting Add internal TypeLibrary.GetMembersWithAttribute<T> Add EditorUtility.CreateTypeLibrary( CompilerOutput[] ) Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing Add GameSettingsEntry.Default since we'll want to give the controls default values Implement GameSettingsModal Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game Icon support for game settings dropdown options, use SwitchControl instead of Checkbox Add Reset to Default button in GameSettingsModal Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
15 Days Ago
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
15 Days Ago
Add Reset to Default button in GameSettingsModal
16 Days Ago
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
16 Days Ago
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
16 Days Ago
Implement GameSettingsModal
16 Days Ago
Add GameSettingsEntry.Default since we'll want to give the controls default values
16 Days Ago
Add ConVarFlags.GameSetting Add internal TypeLibrary.GetMembersWithAttribute<T> Add EditorUtility.CreateTypeLibrary( CompilerOutput[] ) Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
16 Days Ago
AmmoResource is not null fix in Pickup
17 Days Ago
Removed WeaponModel.BeamEffect, any notion of beam effect from base weapon - this lives in GluonWeapon, responding to events Removed some logs Rename OwnerPlayer() to Owner, add some comments
20 Days Ago
Update rat death prefab to use new version of impactfleshmist
20 Days Ago
Re-saved out impact.flesh.mist to fix up refs
20 Days Ago
Amend MoveMode.IsStandableSurace typo, though I can't Obsolete the old one without an error
20 Days Ago
Show a countdown on the scoreboard when we're in results stage, resolves #83
20 Days Ago
Same throw position code for RPG
20 Days Ago
Add icon to crossbow bolt projectile
20 Days Ago
Fixed shotgun and mp5 default clip sizes
20 Days Ago
Unify headshot damage, add gameplay config for it
20 Days Ago
Buff Python damage to 50 (was 12)
20 Days Ago
Fixed p2p lobby clients not being able to connect to lobbies
20 Days Ago
Don't view GrabPoint gizmos unless selected
21 Days Ago
When publishing an asset with IncludeSourceFiles, seek the asset and its dependencies for input dependencies (should include animgraph animations, texture source files)
21 Days Ago
Added `sbdm.bots.notarget` Fixed projectiles not carrying over correct kill icons, added proper icons for rpg projectile, mp5 projectile
21 Days Ago
HornetProjectile sound can be null, remove the sound but keep the code there because the RPG noise is crazy loud for a fish
21 Days Ago
🤦🏻 - fixed CrossbowWeapon projectile direction, resolves #77
21 Days Ago
Fixed another tripmine error when there's no parent
21 Days Ago
Play third person attack animations where relevant, resolves #80
21 Days Ago
Fixed connecting/connect rejection messages not using correct Name/SteamId
21 Days Ago
Fixed kill feed row height, resolves #79
21 Days Ago
Forgot to uncomment this
21 Days Ago
Add weapon icon to kill feed entries
21 Days Ago
TimedExplosive -> Explosive (updated prefab refs too)
21 Days Ago
Hook up ammo resource to grenade pickup
21 Days Ago
Fix TripmineWeapon NRE (player invalid), add assert if the placed tripmine prefab is not valid
21 Days Ago
Die if we dip below 1 health, ceil health on hud, resolves #73
22 Days Ago
Add scorch to explosions Reduced shell bounce sound range significantly
22 Days Ago
WorldModel/BaseCarryable doesn't define/implement backpack feature, instead send events on creation/destruction of WorldModel Add WeaponPlayerAttachment, can either attach a prefab (that'll get spawned) or a referenced GameObject in WorldModel's hierarchy Don't need these
22 Days Ago
Add component that plays only self collision sounds, add to bullet eject prefab
22 Days Ago
Get rid of the game / overlay render code in ViewModel because it's fucking up some of the guns (ones we're using mp5 anims for)