195 Commits over 30 Days - 0.27cph!
Support using material icons for card panel icons
Mirror Image card
Add bullet ricochet, can be modified by cards / stats
https://files.facepunch.com/tony/1b2811b1/sbox-dev_PeS38iBwkW.mp4
Sex up the cards a little bit
Use emojis for placeholder card icons
Gun clip size can be modified
IsSmall variant of CardPanel, add PlayedCards panel that shows which cards are played at all times
Fixed chat rendering below round UI
More accurate hash for card inventory panel
Round UI adjustments, don't show chatbox message for joined game
Show avatar for opponent
Kill the game loop and start again if someone leaves
Destroy ragdoll between rounds
Don't bother using the menu scene, just get into the game!
Fixed SMG being backward
Fixed big bullets bug, fixed crosshair, add effects when taking damage
New gun sounds, reload sounds, reload sound sticks to the gun, fixed muzzle offset
Move crosshair into its own component on the player - add hitmarkers
Play sounds when inflicting damage / taking damage
Only show rows when we need em
Get rid of ICardDisplay, just have Card.Positives, Card.Negatives text fields
Reload sound, new gun sound
Can modify gun shoot sound
Can modify weapon model with modifier, moved weapons to center
Conflict resolution, use stat for this too
Move initial stuff into stats container, add damage modifier
Marginally better hand randomization
Recoil is smoothed, returns to zero
Add gravity / jump power cards, list their effects in ICardDisplay
Reduced run speed, increased walk speed
Can modify jump power, gravity scale, smoothed out movement inertia
Reveal player location by highlighting them if the round is taking too long
Feedback when hovering over, and selecting cards
Fade-in end-round UI so it's less abrupt
Different logic to dictate which cards we played in the current arena
Refactor card ownership so it doesn't get dropped over scene changes (because the owner would've disconnected)
Go back to prep phase for each half, so we play another card per arena round
Disallow spamming cards in prep phase
Fixed showing every card when playing a card
Drop card inventory on scene changes, it's not needed
Why thank you for cleaning my code file
Rotate and translate cards in inventory
Use a different bullet tracer when we're using big bullets card
Use nullable values in modifiers instead
Add big bullets card
Bullet size can be modified by event
Can also override bullet tracer FX
Headers for identifying each player's hand
Implement weapon modifier events, works for targeted card and global
Add PauseInPreparationPhase convar, rename double_speed prefab
Define API for weapon modifiers
Remove useless code, show timer in prep phase
Work on card ui
Refactor card inventory ownership/networking