7,479 Commits over 3,622 Days - 0.09cph!
Add convar for ragdoll fade time. Play sound on round end.
Increase explosion force from barrel so ragdoll gets launched
Allow second cooldown after barrel respawn until detonation is ready, avoids accidentally detonating
Decrease barrel detonation time to make it easier to get a kill. Decrease pistol fire rate slightly.
Decrease warmup and round starting time so you're not arsing around for too long
More gamemode convars
Display players waiting / players needed on hud
Don't include vorbis headers on dedi
fix #if bullshit
Replicate round timer in seconds so it's always in sync
Wrap sound bindings in dedicated server ifdefs
Remove unused broadcast sound rpc's
Don't play sounds on non clients (dedi server)
Don't spawn as barrel when testing with 1 player on server
Replicate round num and add to hud
Merge branch 'master' of github.com:Facepunch/SandboxGame
Add players needed convar, increase default round time to 120 seconds
Add round timer hud, broadcast round starting
Add assets to barrel gamemode so nothing needs to be mounted (for playtest)
Add Color.Hex. Add team name colors to chatbox.
Add a death for detonating self
Cache player before controllable dies from taking damage so points can be awarded
Tell server the spectator position and eye angles
Give flying spectators a baby model
Check if barrel is valid and not pending destroy before exploding it
Do client side bullet prediction instead because other clients don't need to know yet
Replicate firing bullets so players can shoot client side physics objects
Disable decals for now (they suck)
Barrel deals damage to damagables in radius on detonation. Humans can take damage.
Clear death target every tick when not controlling death camera, just to be sure
Clear death target on respawn if previous controllable was a death camera
Always make sure view target is barrels camera when controlling barrel
Only respawn after respawn timer if still in round warmup or active phase
Only respawn as barrel while in round active phase
Humans win if round ends with a human still alive, barrels win if there's no humans left
Respawn players after round warmup, pick random player to be on the barrel team
Add round and round warmup timers, switch everyone to spectator on round end
Joining while round is active will put you on the barrel team
Ensure Player.Local is valid on client from the start
Add Quaternion.Random, launch barrel debris in random direction.
Add death camera offset. Add barrel debris that is used for the death camera target (which is a melon for now)
Only respawn if the clients death camera is ready (left mouse button)
Stop animations after turning into ragdoll
Only start countdown for ragdoll destroy after it's no longer the target of the death camera
Set internal mesh every tick to make sure it's set (until i find out why doing it once isn't enough)