usertonycancel

4,599 Commits over 976 Days - 0.20cph!

22 Days Ago
Fix RpgWeapon NRE
23 Days Ago
Use Application.IsDedicatedServer wherever we were using IsHeadless before Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working Fixed renderer viewmodel logic
23 Days Ago
Server Console Status Bar (#1770)
23 Days Ago
Removed unused/cleanup Don't need this WriteMessage method now that it's only used one time
23 Days Ago
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay Fixed TakeAmmo not working with count param
23 Days Ago
Shotgun: Increase crosshair gap
23 Days Ago
Adjust shotgun punch and shake, don't eject 12 casings per shot Python: Add shoot delay only if we can shoot Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon
23 Days Ago
Add Shotgun, incremental reloading, reload cancelling option
23 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this Cleanup, move as much as we can to Sbox-Server project Remove Application.IsDedicatedServer (doesn't need to be on this branch)
24 Days Ago
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
24 Days Ago
Cleanup, move as much as we can to Sbox-Server project
25 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png) We don't really need this
26 Days Ago
We don't really need this
26 Days Ago
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
26 Days Ago
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
26 Days Ago
Dedicated server console shows a header with some useful performance stats on it https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
27 Days Ago
Add voices UI, tweaked voice transmitter properties to not be worldspace
27 Days Ago
Don't do effects if we're the server in many cases
27 Days Ago
Rat: if on ground, keep pitch at 0
27 Days Ago
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
27 Days Ago
Rat: die after a set period of time (30s by default)
28 Days Ago
TriggerHurt: Look for a collider instead of RequireComponent Remove transform offset from map loader
28 Days Ago
Use our new map by default
28 Days Ago
Rat: give weapon a svg icon
28 Days Ago
Fix rat pickup item prefab reference
28 Days Ago
Rat: try to bite target if we're lunging and they're close enough
28 Days Ago
Rat: add grounded checks instead of arbitrary timing
28 Days Ago
Add rat weapon that throws a rat
28 Days Ago
Rat NPC (doesn't hurt the player yet) Rat cleanup
28 Days Ago
Add Projectile with common functionality, RpgProjectile derives from it Moved GaussWeapon into its respective folder BaseWeapon can check / take ammo from name (good for secondary attack) Give MP5 grenade launcher secondary attack RpgWeapon structure cleanup Mp5: Fixed not being able to secondary attack if we run out of primary ammo
29 Days Ago
Gauss: spin viewmodel's coil every time we consume a bit of ammo
29 Days Ago
Make gauss coil parent to a separate bone so we can rotate it later
29 Days Ago
Update Gauss model to use blockout Use correct model for Rpg item
29 Days Ago
Use correct network orphaning for Rpg projectile - if we host transfer, it should naturally become unguided and continue moving forward
29 Days Ago
Rpg projectile is created by the host Make the laser pointer for the Rpg visible for other clients Fix Rpg guided mode
29 Days Ago
Allow `.` and `-` in command names
29 Days Ago
HandGrenadeWeapon: use SwitchAway
29 Days Ago
Remove unused reloadTask from BaseCarryable
29 Days Ago
Uncomment now-working armour pickup code
29 Days Ago
Add Armour - when taking damage, take from armour first ChargeStation supports armour, add armour charge station prefab
29 Days Ago
Gauss: fix NRE if we shoot in a direction where a trace never hits Mp5: reduce punch/shake
29 Days Ago
Reverse mouse wheel inventory direction
29 Days Ago
Bespoke crosshair for Rpg
29 Days Ago
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
29 Days Ago
Death notices - validate player, could've been killed and removed Add RPG, has unguided and guided modes Gauss: add ricochet to last trace Moved rpg pointer glow texture into project Update RPG icon
30 Days Ago
Gauss: add overload
30 Days Ago
Fixed explosion damage networking
30 Days Ago
Set correct network mode on charger, tweak netcode a bit
30 Days Ago
Gauss: Add penetration to charged shots, can configure max thickness
30 Days Ago
Hook up IPressable.Release