4,599 Commits over 976 Days - 0.20cph!
Use Application.IsDedicatedServer wherever we were using IsHeadless before
Add CrossbowWeapon, CrossbowProjectile, needs some polish/improvements but is working
Fixed renderer viewmodel logic
Server Console Status Bar (#1770)
Removed unused/cleanup
Don't need this WriteMessage method now that it's only used one time
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay
Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
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
Add Shotgun, incremental reloading, reload cancelling option
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)
Remove Application.IsDedicatedServer (doesn't need to be on this branch)
Cleanup, move as much as we can to Sbox-Server project
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
We don't really need this
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)
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
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
Add voices UI, tweaked voice transmitter properties to not be worldspace
Don't do effects if we're the server in many cases
Rat: if on ground, keep pitch at 0
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
Rat: die after a set period of time (30s by default)
TriggerHurt: Look for a collider instead of RequireComponent
Remove transform offset from map loader
Use our new map by default
Rat: give weapon a svg icon
Fix rat pickup item prefab reference
Rat: try to bite target if we're lunging and they're close enough
Rat: add grounded checks instead of arbitrary timing
Add rat weapon that throws a rat
Rat NPC (doesn't hurt the player yet)
Rat cleanup
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
Gauss: spin viewmodel's coil every time we consume a bit of ammo
Make gauss coil parent to a separate bone so we can rotate it later
Update Gauss model to use blockout
Use correct model for Rpg item
Use correct network orphaning for Rpg projectile - if we host transfer, it should naturally become unguided and continue moving forward
Rpg projectile is created by the host
Make the laser pointer for the Rpg visible for other clients
Fix Rpg guided mode
Allow `.` and `-` in command names
HandGrenadeWeapon: use SwitchAway
Remove unused reloadTask from BaseCarryable
Uncomment now-working armour pickup code
Add Armour - when taking damage, take from armour first
ChargeStation supports armour, add armour charge station prefab
Gauss: fix NRE if we shoot in a direction where a trace never hits
Mp5: reduce punch/shake
Reverse mouse wheel inventory direction
Bespoke crosshair for Rpg
RpgWeapon -> BaseWeapon, doesn't use ShootEffects
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
Fixed explosion damage networking
Set correct network mode on charger, tweak netcode a bit
Gauss: Add penetration to charged shots, can configure max thickness
Hook up IPressable.Release