7,945 Commits over 3,745 Days - 0.09cph!
Refactor game status / timer display
BombDefusalScenario, round end conditions
Bomb listener interfaces, explosion does damage
A little safety for calling ResumeGame() mutliple times
Make game loop into a resumable state machine
Pause Game Start dev command
PlayerInventory.CanTakeWeapon(WeaponData)
Limit to one per slot (except grenades)
SpecialWeaponAllocator, use to give bomb to one player on T side
Slot property in WeaponData
Fix weapon references in bomb_defusal game mode
Bomb sites specify explosion damage range
So it can be tuned per map
Use bomb defuse gamemode in de_garry
Zone component, used by bombsite
BombSite component, update BombSite_A.prefab
Put spectators on a team at round end
WIP try to avoid double-assigning weapons
Fix hotloading SingletonComponents
Fix networking player respawning / team assignment
Some reorganizing of game rules
Some super basic effects on C4 plant / explode
Player.RemoveWeapon()
PlantFunction for C4
Just removes when planted atm
Fix missing prefab in Game_setup.prefab
Don't give default equipment if player already has weapons
Start with a USP in round_based_test gamemode
Default weapons are controlled by game mode
Just include fps_testing game mode in the scene
Add scene for testing round-based gamemode
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▆▌ ▄▉▋▅ ▄█▊▌ ▋▆▆▋▌ ▌▌▅ ▇▆▌▄▋▇▊ ▅▍▌▆ ██▊▌▊ ▉▇'▋▉ ▊▇▄ ▌▅█▉█ ▍▅▉▅▄▅▊ ▄▍▆▄
Fixed round timer not being networked
Rework Respawn() a bit
Add gizmo to TeamSpawnPoint
Don't auto-respawn during rounds
NextRoundDelay, TeamEliminated
Some docs
Rename test game mode
WaitForPlayers
Freeze players in freeze time
Refactor game loop, basic round status HUD element
Split up game mode events into pre / on / post
GameMode boilerplate / simple rules
Added basic .editorconfig
Testing game mode prefab, add spawn points to fps_testing.scene
Cache ActionGraphs per PrefabFile
Add to cache on deserialize
Check cache even when deserializing full graphs
Expose parts of ActionGraphCache
Ghosts fade out over time
Get rid of logging in Projectile
Fixed escape sound from triggering at the start of the next level
Try using Network.ClearInterpolation (#1)
Component inspector event toggle color / tooltip shows if actions are populated
https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png
Facepunch/sbox-issues#5563
Fixed WorldPanel.RayToLocalPosition when scaled
Fixes Facepunch/sbox-issues#5558
Fixed WorldPanel gizmo scale
Fix bounds for scaled WorldPanels
Scaled up panels were getting culled while on-screen