4,684 Commits over 976 Days - 0.20cph!
Add warnings for invalid icons in Feed - should be able to track this down now
Death messages are in everyone's console
Add networkable version of suppressing pickup notices
Up the pitch of the grenade clang sound, lot better
Add trail to thrown hand grenade
Hornet gun tweaks (fire rate 0.15 -> 0.35), can hold left mouse to fire, turbo mode (0.15 -> 0.2)
Replace Time.Now usage with GameManager.TimeSinceStartup
Stashed because this doesn't work, it's a GameObjectSystem and you can't sync stuff - Needs more thought whether or not this is a good direction or not
Doubled footstep volume as a first step, let's see how that sounds next test
Take a pass at pickups, increased collider sizes across the board
We don't care about spectating old corpses once we respawn
Reduced range for item_respawn snd
Shotgun tweaks: Reduced pellets (12 -> 4), Alt attack (12 -> 8), Damage (12 -> 25), Base spread (12,8 -> 8,4)
Crowbars don't pass hitboxes (so no headshot damage multiplier)
Damage reduction if spamming with the crowbar
Add m700 sight to its viewmodel
Movement roll is disabled if view bobbing setting is false
Support ViewModel aim_pitch_inertia and aim_yaw_inertia properties
Protect against feed error
Fixed NRE if win detection happens on an empty dedicated server
Fixed up crossbow hand placement / world scale
BaseWeapon.StartingAmmo can be used with `UsesClips` for weapons we want to grant extra ammo to on pickup
Tweak the gluon gun's damage (30 -> 7.5), and reduced initial starting ammo (80 -> 50)
Sync ammo (first step)
Add PlayerData.AddStat, host-only method that is RPC'd to the player
Record simple kills and deaths stats
Don't need this - it already exists
GameLobbyGroup: order most full lobbies first
Tweak LobbyCard to show additional member count instead of stacked lobby owner avatar, since we can't grab member list for a lobby without joining it currently
Update some cloud assets, ViewModel uses two handed mode by default
Added grenade impact sound, use SelfCollisionSound
MP5 / USP sound adjustments
Datacore: Add a few more DSP volumes
Datacore: Added a couple of DSP volumes, moved the Rat into a spot that makes more sense - it's not the same as HL1 but that spot is mental
Disable spatial blend on weapons we are shooting
Pass weapon through to suicide event, can see how you killed yourself
Improved shotgun worldmodel orientation
Charge station informs the host when trying to charge
Revert "Fix SSAO parameters"
This reverts commit f3cba20a068d33cdab6629141c817eaef816ebc4.
Include IsExplosion in DamageInfo conversions
Make a start on host-authoritative damage/death
Add some protection in GameManager.OnPlayerKilledPlayer so we can figure out what's invalid and why
Removed explosive damage recursion causing an infinite loop
Can damage any explosive to blow it up
Not sure how this can happen really, but okay..
eject_9mm uses our own 9x19 bullet casing instead of Rust
Tweaked eject particle direction, and mp5 vm eject orientation
Fixed reported NRE in BaseCarryable
Post reload events to the viewmodel only, they're only useful there
Make player gibs an effect, so players can push it around but don't get stuck on it
Don't call Component.OnPreRender on dedicated servers
I'm gonna keep an eye on this - but you shouldn't be using this to do non-rendering logic
Fixed Rpg not showing its world model
Ensure TripminePlaced GameObject.Destroy() is called at the end of explosion methods