3,933 Commits over 823 Days - 0.20cph!
Fixed fucked ambient lighting
Add damping to lower body blendspaces
Set up look at chains, crouched movement
Update human_player animgraph to support movement and holdtypes
Broadcast between round cleanup event
Use DistanceSquared in marker panel Distance check
Fixed hitmarkers being wrongly applied, and recognize kill markers properly
Fixed spottable team being wrong on spawn
Clean up player states correctly, fixed FPS testing scene
defuse: Add TeamAssigner to Preparing stage
Fixed typo which was making weapons break between rounds
Don't show play area overlay if we're dead
Would help if I turned back on the other gamemodes
Fix defuse objects not spawning
Add play area to refinery map
Add basic notion of a play area, displays on hud if you're out of it, give you a bit of time to get back in, then kill the player
Add a bunch of spawn points to shipment map
Overhaul lobby creation page
Player marker will show for enemy players under certain circumstances, with minimal info
Fix voices showing up for disconnected players
Clear ragdolls at a sane time on cash grab too
Add gamerule for defining what we do with player ragdolls
Reduce base dry fire delay
Only use supported game modes in our map pool, instead of all of them
Update main menu scene
Temporary map selection system
Edit ladder volume on A Catwalk, it was too high
Hostile NPCs will attack anything that isn't a friend
Rip out leaderboards page for now
Fixed slider control being positioned wrong
Fixed blocked door after crowbar pickup area
Fixed not being able to change weapons/pick up new ones
Fixed a couple of wonky collision meshes that were making it impossible to finish the demo
New map compile
Exclude "player_clip" tag for bullet traces
Add PlayerLoadout, for persisting loadout choices through lives, defuse kit is there by default
Append (disconnected) to dc'd players
PlayerState cleans up after a certain amount of time after disconnect
Add playerstate cleanup time game rule, default to immediate
Show disconnected players in the scoreboard distinctly
Callouts are fine to have enabled, but they need to be static colliders
Fixed new project not opening startup scene, resolves Facepunch/sbox-issues#5537
Just use Property for PlayerBody.Player, instead of fetching OnStart
Equipment renderer adjustments
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it
I don't think we need this stuff
Fix NRE when shooting
Better logic for player marker vis
Removed a bunch of code we don't need on the Drone anymore