2,064 Commits over 944 Days - 0.09cph!
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
Add Q quick weapon switch
Add BaseWeapon.EquipDuration
Replicate Weapon.IsActiveWeapon to control visibility and equip/holster events instead of multicast rpc (shouldn't use rpc for persistent state)
Move AutoKeyedDictionary to Engine addon
Remove gamemode player join team accept/refuse and use callbacks in Player.JoinTeam instead. Close team selection hud on accepted callback.
Add Gamemode.OnPlayerJoinTeamRefused
Merge branch 'master' of github.com:Facepunch/SandboxGame
Gamemode.FindSpawnPoint takes player arg so gamemodes can choose different spawn points depending on team etc
Allow spectator team on hud
Hook up team selection hud to Player.JoinTeam
Add Player.JoinTeam and Gamemode.OnPlayerJoinTeam (it's up to gamemodes to allow the team join or not)
Make characters walk around in circles when not controlled or controlled by bot
Take damage from phys collide