3,933 Commits over 823 Days - 0.20cph!
Only look for DevCamera and control HUD visibility from RootPanel
Use award system to show big notification that the game is over
Add PlayerDeathCamera, switch to it when running DeathCam.Show
Don't clamp ammo count on HUD
Fixed ammo count being fucked
Can't run SetWinners again if State != Active
Add Minigame.State, Minigame.Participants - fixed failing to account for spectating players in Tag
Basic tv expressions for Tag
Create PlayerStateComponent, add IsImportant, use that to add more status effects to player markers, use it in Tag
Refactor game flow, add very simple state control, track minigame winners
Network current minigame properly, wtf did I write this for
Add a bunch of spawnpoints https://files.facepunch.com/devultj/1b1211b1/sbox-dev_WXKqYe8T6y.jpg
Update map, remove *.vpk from gitignore, add built map to repo
Moved spawn offset down by 30 units
Add UI for game state
Fixed some annoying flow issues. Clear up minigame objects properly
Give player a proper physics hull, record touch events and send to minigame, use this in the Tag minigame
Add IMinigameObject, clear them out when minigame starts/ends
Add ColorComponent - give it to tagged player (in Tag) and set the color to green
UI: PlayerMarker looks for a ColorComponent and sets the marker tint if we find one, resets back to null if we lose the component
Made expression image a bit larger
Added Chatbox from Sandbox Game
Let empty messages be shown on TV
Start work on tag game
Fixed closest player check
Make players look at each other when they're not in motion
Pluralize waiting for players message if we need to
Use low tickrate
Add example usage of TVMessage/TVExpression in TestMinigame, fixed not displaying the correct message
Added a few basic expressions
Add style for new expressions
Set up TV entity and WorldPanel
Add minigame control for expression + message, fall back if there's no minigame (waiting for players?)
remove unused using
Use correct event to update TV
Delete active pawn when making new one
Fixed minimum player count
Spawn players on init, not start
Pull the player up from their spawn a little, fixed client running some code it shouldn't, added some more logs
Create a testing roster of minigames when the game starts, flow between them
Handle minigame pawn creation, spawn location, event
Set up minigame countdown, minimum players start flow. Minigames can define a countdown override, and game length.
Work on player controls, added player markers
Minigame logic entity
Player markers differ if they're your own, or other people's, animate own marker
Pass weapon through projectile creation, so we can pass it in DamageInfo
Add deathcam UI
Fixed scoreboard still accepting pointer events while it's closing
Fixed ammo pickups, fixed quick weapon switch for RL/Sniper/Lightning Gun
Make sure to update Info component when weapon switches, fixes weapon icon not updating
Fixed being able to infinitely fire while ammo is depleted
Clear inputs on death
Re-add all weapons in prefab form
Remove overridden dev cam
Run ServerConfig.InitClient every time the game loop starts, as opposed to on bootstrap - when we kill stringtable pointers on shutdown, we unsubscribe any existing events, making input actions fall out of sync when joining another game. See #998
Run ServerConfig.InitClient on GameLoopStart instead of PostBootstrap - demonstrates issue #998
Can click scoreboard rows to open steam profile
Work on grabbing scoreboard from gunfight
Fixed shotgun fire buttons
Optimize Input.SetupManifestData
Register analogs when creating groups, instead of iterating through after we've finished
Fix overlapping usage of right joystick button
Fix up obsolete event usage in Sandbox.Game
Don't pass KeyboardModifiers in input actions related methods anymore
ManifestGroups cleanup
Removed unused actions from project settings
Updated to Input Actions, update events