7,479 Commits over 3,622 Days - 0.09cph!
Show target info while in free mode spectator. Ignore penetrations on thirdperson death camera, fixes camera clipping when ragdoll hits surface at high speeds.
Add num slots to team info
Get player count for team. Disable team selection button if already on team or team is full
Cache player start entities on map load to avoid finding them every respawn
Refuse change team if already on that team
Don't bother asking server to change teams if already on that team to save a rpc
Add orbit camera scrolling to spectator
Add Entity.OnOwnerReplicated so don't need to check for weapon model attach every tick
Send weapon inputs to server
Ensure active weapon model is attached to player model (sometimes active weapon replicates before weapon owner)
Client side death sound
Attempt to sync bullet impacts on client side ragdoll when owner dies
Only add bullet impact forces to authoritative entities
Controllable interp uses EnableInterpolation convar
Create player model also on server so it can trace the hitboxes
Fix more NRE's on dedicated server
Make extra sure weapons are shown/hidden when they should be. Fix weapon NRE's on dedicated server
Add dof method bindings (bokeh, gaussian, circle)
Add depth of field post process bindings
Emit weapon sounds with no attenuation when local view target is the owner, otherwise emit from the weapons world model
Only burst fire with glock if it has 3 or more bullets
Give ammo to base weapon controllable, show total ammo count on hud
Fix OnPhysicsCollide callback
Add PhysicsCollideInfo.CalculateImpactSpeed
Increment kills/deaths counter
Add projectile weapon and weapon types
Add scoreboard to shooterbase
Add ammo counter hud, also shows for spectator target
Add optional channel byte to text chat so gamemodes can support team chat etc
Add team color to team info. Color name in chat with team color.
Clear active weapon on drop just incase there's no other weapon to switch to
Better impact speed detection, play impact sound volume depending on speed
Add zooming and roll to camera controllable, left click to take screenshot
Add CameraControllable, Add World.DeltaTimeUnscaled
Use date and time for screenshot filenames
Better ragdoll impact sounds, play harder sound depending on impact speed
Add ragdoll impact sounds
Change global pitch modulation with timescale command
Only focus highlight pickups if the local view target is a weapon controllable
Add suicides to death log
Add death log to shooterbase
Enable chatbox for shooterbase
Add Weapon.HasCrosshair to disable crosshair for things that don't need it (melee weapons)
Despawn weapon pickups dropped from player (default 10 seconds)
Switch weapon on pickup if it's higher inventory order and same slot
Only show crosshair if view target has an active weapon
Add HudComponent.IsActive and CheckIsActive so each hud component doesn't have to repeat the code for it
Weapon selection hud uses IsActive
Add pickup hud back
Add DropInventory that gets called on death, by default drops active weapon
Don't switch or place weapon if dropping active weapon of a dead player
Don't take damage when dead
Add skeletal body LinearDamping and AngularDamping bindings. Give ragdolls a default angular damping
Use game time for timings that care about time dilation
Fix weapon selection hud selecting weapon twice, breaking quick switch
Call SetActive when quick switching to update hud
Disable weapon selection hud when not controlling someone with an inventory
Don't render weapon selection when disabled (skips hidden blur fadeout)
Change death camera collision profile to ignore player colliders
Add death camera lerp from target position to orbit position so it's not as jarring
Better linq for GetClosestInventoryItem
Filter out null entities in inventory in GetClosestInventoryItem
Switch to closest inventory item on active weapon drop