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@AdamTadeusz
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Not parity, thoughts?

@nullsystem
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Convar + UI setting to toggle if the player wants it auto or not by default

@kassibuss
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Nothing worse than a tachi left on semi-auto, I would add it in. Also, what marter said.

@AdamTadeusz
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Convar + UI setting to toggle if the player wants it auto or not by default

https://tenor.com/view/thanos-snap-emoji-crying-gif-22298553

@AdamTadeusz
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It's a networked entity so that's going to be a little tricky

@Rainyan
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Rainyan commented Dec 14, 2024

Unpopular NT purist contrarian opinion: the Tachi firemode should default to semi-auto, and you should not be able to switch it at all until the freeze-time ends; this is a skill with timing the wepmode toggle keyboard input tick-perfect without losing your spawn movement inputs. Or if you lack the skill to time it correctly, you risk losing X milliseconds of your perfect spawn timing to make the Tachi full-auto.

But realistically I realize I am probably the only person in the entire universe who holds this opinion, so meh, whatever. 😄

@brysondev brysondev requested a review from blaberry January 11, 2025 20:10
nullsystem and others added 2 commits February 24, 2025 09:52
…tokyoRebuild#914)

* (mp -> root dir) Follows upstream 44f8f18cd1fd837c9785cef85500766a6e1a16c0
* ValveSoftware/source-sdk-2013@44f8f18
* Add Team Fortress 2 SDK
* Make it work with cmake setup
* Add note on `.nut` files
* Add renderer info, remove neo_version_info.cpp from git
* neo_version_info.cpp is auto generated, shouldnt be here
* Initial fixup Windows cmake
* fixup md docs to 64-bits, and remove "mp" seperated directory
* Fixes MSVC C++20 const strictness errors
* Fix button click not working on class/team menu, fix loadout menu crash
* remove mp on gamedata dir
* Revert the res change that made things more broken
* Fix missing corner vgui with 8x... variant
    * Eventually want to actually scale with res, but for now fixed to 8
* Restore bot_add
* Fixing up cibuild.yml
* Doc changes, fPIC Linux release-build for vgui_control
* resources.zip - only include neo/*
* Use `m_HL2Local.m_bNewSprinting` instead of `m_fIsSprinting`
* Movement is getting there a bit, although non-sprint seems slow?
* Move up `HandleSpeedChanges` func to NT player class
* Default back to "legacy" swaying
* NeoUI root - Borderless window and steam networking
* Append x64/linux64 directory so it can be properly loaded in
* cmake - Don't need 32-bit location of bin, only 64-bit location
* Add reference to TF2-SDK commit
* cl_pdump working, fix view jittering
* ducked prediction error
* Fully fixup and reapply Tonysergi's animation changes
* Revert the odd workaround
* Revert to old way of sprint to fix jitter, fix assault aux drain
* Remove protobuf, only used by tf
* cleanup TF and files we don't use
* nvim :retab the CMakeLists.txt
* Fix silent crouching step sound
* particle cull radius initialisation problem fix
* Reapply/fixup-merge of NTRE's ladder assert workaround
* "CONTRIBUTING" is actually upstream/valve's, remove it
* Remove all vpc files
* Remove src/game/server/tf
* Delete src/game/shared/econ, code review fixups

Authored-by: nullsystem <15316579+nullsystem@users.noreply.github.com>

---------

Co-authored-by: Autumn Ashton <misyl@froggi.es>
Co-authored-by: AdamTadeusz <adam.tomaszewski@hotmail.co.uk>
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4 participants