255,783 Commits over 3,990 Days - 2.67cph!
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
We are spectating when we die
Use new team logos & banners
New team colors
Fix missing scss error - some cleanup... make IsSpecating a property on PlayerController instead of checking for life state dead, set it to false when respawning. I think this'll fix stuck in spectating mode (hunch). Right now Sync var state is usually sent after RPCs, I have a PR to queue RPCs to be sent at end of network tick so state should always be up to date when RPCs are received but its WIP
Merge from main -> qol_show_teammate_building_guide
Added an UI information panel showing flamethrowers damage and range values
added inverse mask for concrete edging cutouts.
Reduce F15 flyby volume by 45%
forgot the shotgun adjustments
more rebalancing
grenades aren't OP anymore
movement speed penalties reduced per weapon
added first pass roofing asphalt mat for Radtown use.
Finally fix building blocked guides not showing in standalone builds
- find the largest volume before PreProcess destroys the heirarchy
Merge from main -> qol_building_blocked_visual
Hammer: Option for placing objects using bounds bottom as origin for when you want to disable it
Updated large medkit description to include the 100% chance of recovery from wounded state
radtown gate bug fixes, collision, lods
Structures folder, converting to MeshLOD, Removing some Material Setup components
merge from samsite_togglemode
Can't believe this happened again
Don't shrink chatbox items
Toast draws over nametags
Start hooking up smoke grenade (just need effect). Implement IsPurchasable on WeaponData. Smoke grenade is not purchasable right now
Removed some gumf and re-enabled range check
Ditto
Expose headshot multiplier for design
Fix autoplant obscuring other use key interactions
Network TimeSinceDefuseStart - fixes progress bar on defusing
Basic defuse wire visuals, sync defuse progress bars properly
Work In Progress - Added features, UI layout, general code changes
Added Denoising, improved code generally, UI changes.
Add sounds to the buy menu when buying stuff
Scale equipment icons down inside buy menu
Display defuse kit icon in bottom right if player has one in inventory
Props folder, second pass converting to MeshLOD
Gotta do auto-crouch when planting this way because tags aren't networked like that (so only host would auto crouch when planting) - use the tag "planting" on the weapon because that is bound to IsPlanting (host synchronized var)
Fix a connection crash when planting bomb because can't [Sync] a component (needs better handling at s&box level)
Speed penalty only applies to walking
Scale playerrole so it sits in line with other elements
Add Weapon.SpeedPenalty, hook it into movement
Fix door sounds - host plays sounds via RPC
Make players crouch while planting