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merge from flamethrower_informationpanel
merge from allow_barricades_monuments
merge from qol_show_teammate_building_guide
Remove penetration for now, keep ricochet
Weapon functions cleanup
AimRay doesn't need this offset, should fix shooting through some walls
Add velocity-based weapon spread, code cleanup for shoot function
Hook in damage falloff
Fix model physics not setting gameobject tags
Up the player's acceleration and friction to make movement feel less floaty
Menu is the default scene
Add deployment listener for weapon - recoil func can use that to cancel reloading when holstered. Cache Weapon for funcs in awake.
Use id again here makes no difference - remote player just cant seem to find door sounds either way
It could be that the resource or SoundHandle isn't valid here (version mismatch?)
Don't play deploy effects if we're creating the view model because we're spectating
Changes to how initial state is handled on player spawn (better this way for now to avoid x2 RPCs after initial player network spawn). Fix bots floating in the air.
If weapon becomes undeployed while reloading, cancel reloading
Leaderboard backup, run #
12186
v_spaghellim4: rigged the shotgun up, added animatable shell meshes for future reload animation(s)
merge from qol_show_teammate_building_guide -> aux2
fire arrow viewmodel/flight sounds
unique sounds for HV rockets
First main menu iteration, can display lobbies and join them, or create them
Scene Mesh to Hammer progress
merge from allow_barricades_monuments -> aux2
Attempt #3 to get the monument of a collider, keeping in mind that client builds split the monument into a flat hierarchy so we can't just look for the MonumentInfo in the parent
- fast path is see if the `prevent_building` collider is already tagged
- slow path is using a physics cast to search for `prevent_building`
- caches to avoid falling back on the slow path every time
Remove dev model from game
merge from waterpump_deploy
merge from qol_building_blocked_visual
merge from qol_reduce_f15_volume
Pass null when checking IsInvoking() instead of getting a profiler key
Fix NRE in profiling key creation if an entity is killed while an invoke is happening
Merge from main -> allow_barricade_monuments
bollard and cone file check in
Add "Building Guide Preview" to options menu
- Always
- When Building (default)
- Disabled
Fixed crashes when certain models are spawning gibs
Models from other games that may reference non existent gib types
Fixed logic_collision_pair not really working at all when spawned by map
Improve kill feed NPC names for map spawned NPCs like rebels
Episode 1 intro fixes
Also exclude serializing default value of required fields
Add line of sight to explosions so we don't explode behind walls
Skip serialization of optional fields set to their default value
Updated the deploy sound to something more appropriate (was using the goold old tuna can lamp sound)
Tweaked water pumps deploy volume so they can be deployed in a triangle
Split off code into static class BuildingGuideManager.cs instead of inside Planner (where there can be multiple)
Start adding convar
he_grenade final low poly and basic textures
Don't tint team icons for buy zones on minimap