4,723 Commits over 976 Days - 0.20cph!
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
Increase trace radius for Crowbar so it's more forgiving with hits - if this doesn't help as much, we can do it with increasingly larger traces, so we can still hit objects through small gaps
Tweak muzzle flash, tracer (less headache inducing)
Datacore: Add intro cameras
Tentative fix for Ben showing up when you join
Update Sweeper sample project
Fixed gluon stop sound playing 30 times when deploying the weapon
Can define a scope to hide pickup notices (great for when spawning in)
Gluon gun effects work over the network
Gluon hose validation (temporary because I just don't want it to spam)
Fixed fucked network mode on all pickup worldmodels
Grab reference rotation offset reflects rotation across YZ (still not perfect)