4,050 Commits over 884 Days - 0.19cph!
Create StatIncrementerHighestTeam.cs
Add TeamScoring.GetHighest()
Don't flush stats
Use highest team stat incrementer on defuse win
Stat incrementer for TDM as well, intentionally not set for other modes for now
Increment win stat when winning a defusal match
StatIncrementer can pass a gamemode-specific stat too, add GameMode.Ident
Removing some old defuse map files that we don't use, and I open it every single time when trying to open the real map.
fix INetworkSerializable errors
I accidently deleted all these too liberally
Temp
Goodbye copmiled files
Slide no longer takes full control over movement
More forgiving ledge grab threshold
No more one-frame lag for ledge detection/movement
No air dash, double jump when holding ledge
Only allow grabbing ledges
Backport some ledge climbing, you can climb up anything right now
Tweak sliding to be less shit, and also simpler
When cancelling some changes to an editable block, refresh automatically, otherwise shit disappears until refreshing the page
Add mega basic embed block support for youtube embeds
Generate a thumbnail when creating an organization, handle case across the site where we don't have existing images
https://files.facepunch.com/tony/1b0411b1/PbojEVIl05.png
Smallest nitpick ever: add `cursor: pointer` to header popup buttons
Chart entries have an explicit height, don't wrap text
Fixed interaction UI icon alignment being shit
NPC weapon attack speed reduced
AttackingState: fixed AI agents getting stuck in place, trying to move all the time
Scale agent bloodamount so they're not one huge blood cell on death
Add testing notifications panel
Use trace normal for fake shadow
Removed local grenade assets, replaced with cloud
ScoreFormat NRE fix
Some more NRE fixes from the errors page
Bandaid fix for A site floor that you can fall through
Use a state machine to control the whole thing, make it into a prefab
Add some libs, add Zone from HC1, start framing out SceneLoadVolume, new home scene
Temporarily display active abilities on the hud
More messing around with UI
https://files.facepunch.com/tony/1b0111b1/sbox-dev_jwiM3RE8z3.jpg
Small changes, air dash uses SHIFT
Cancel slide if we end up off the ground
Implement TakesOverControl, which cancels out wish movement
Add Slide