170 Commits over 61 Days - 0.12cph!
Retakes: bombsite B spawns
Add TeamAssigner.TargetRatio
Make TeamSpawnAssigner.SpawnTags a TagSet
Add RespawnPlayers.ForceNew
Retakes: bombsite A spawns
Add dev commands to copy player pos / angle as a spawn point
https://files.facepunch.com/ziks/2024-07-03/sbox-dev_7p70uUaijR.mp4
Add some logging to help investigate #142
Allow late joiners in casual defuse
Don't auto-respawn spectators
Make sure active gamemode is networked
NetworkSpawn cash bag after adding CashBag component
Call NetworkSpawn in DroppedEquipment.Create
Fix cash bag not spawning
Network CashGrab game objects
[HostSync] CashPoint.State
Fix some Spottable properties
Fix buy zone rules for non-host players
Make sure game mode parent object is networked
Maybe this doesn't matter?
WaitForPlayers logic change
Resets timer while < MinPlayerCount are connected
Skips if >= SkipPlayerCount are connected
Re-implement kill / objective rewards
Fix player joined chat entry being doubled
WIP game loop state machine refactor
WIP everything's compiling again
Fix GameMode.Get<T>() returning cached disabled components
Hacky fix for game mode display info using prefab vars
Reset player balance at start of half
Fix game overview not showing
Fix winning round display in game overview
Re-implement team income
Round end status text
Clear equipment on start of half
Another GameOverview fix
Clear equipment on start of half
Another GameOverview fix
Fix winning round display in game overview
Re-implement team income
Round end status text
Fix GameMode.Get<T>() returning cached disabled components
Hacky fix for game mode display info using prefab vars
Reset player balance at start of half
Fix game overview not showing
WIP everything's compiling again
WIP game loop state machine refactor
Converted weapon deploy / holster events (#104)
Convert player events (#104)
Convert defuse mode events (#104)
IBombPlantedListener -> BombPlantedEvent (#104)
Convert game loop events (#104)
Convert game loop events (#104)
IBombPlantedListener -> BombPlantedEvent (#104)
WIP converting game loop events (#104)
Finished converting game loop events (#104)
Update game mode prefabs
Game loop event fixes
IBombPlantedListener -> BombPlantedEvent (#104)
Use libevents for damage / kill events
Merge pull request #96 from Facepunch/libevents2
Refactor damage events
* Use facepunch.libevents for damage-related events
* Broadcast damage before broadcasting kill
* Allow modification of damage in event handlers
Use libevents for damage / kill events
Use libevents for damage / kill events
Use libevents for damage / kill events
Use libevents for damage / kill events
Use libevents for damage / kill events
Add facepunch.libevents library
Use libevents for damage / kill events
Use libevents for damage / kill events
Use libevents for damage / kill events
Use libevents for damage / kill events
Add facepunch.libevents library
Use libevents for damage / kill events
Add sbox-libevents library
Replace IKillListener with PlayerKilledEventArgs event
Show winning team at end of TDM
Desaturate while spawn protected
TDM spawn point selection rewrite
Put deathmatch spawns under a parent object
Tweak deathmatch spawns, add a bunch more
Fix status text / timer networking for late joiners
Fixes #59
Fix NRE in PlayerInventory.Balance
Make TDM end after 1 round
RandomSpawnAssigner: only care about non-friendly player aim dir
UnlimitedMoney setting in GameMode