909 Commits over 245 Days - 0.15cph!
Fixed PlayArea causing a HealthComponent assert (we were calling this on non-host clients)
Remove player friction stuff, derive from surfaces instead
Fixed scoped weapons keeping aiming tag when ending scoped state
Fixed "UseCrosshair" not doing anything, M700 doesn't have a crosshair once again
Use equipment flags for aiming instead of half tags, half flags
Client.Kick functions as intended
Update m700 package
Update .gitignore
PlayerState -> Client
Use M700 with arms
Made improvements to MoveModeDefault so we're not struggling up ramps
Fixed player dropping under the map on death
StateMachine validity check in GameMode.StatusDisplay
Equipment validity check in AimWeaponComponent.OnIsAimingChanged
Couple of NRE fixes from reported exceptions
Fix possible NRE in GameMode.Get
Proper validity checks in RoundStateDisplay
Turn Retakes back on so we can test why its game loop gets stuck sometimes
Turn off collider object when we die
Fixed wonky net flags for kill/damage
Update to use new Rpc attributes
Reduce player outline width, only show killer outline if we're spectating
Update player to use PlayerController
Stop "active sound handle count" spam
Fixed references to human textures being broke
Color adjustments for camera
Proper validity checks in Chat, add PlayerPawn.GetZone<T> Component constraint
Bomb-proof the bomb plant component
Shouldn't need this redundant null check
GameNetworkManager assert demoted to warning
Crosshair camera validity fix
ScreenShaker camera validity fix
ApplyThrowableAnimations NRE fix
Temp fix for fire, using facepunch.fire_particle_fast
Fixed headshot sound ranges
Fixed air-kill killfeed icon being always black, it should be the attacker color if not self
Add sync'd weapon flags so aim is properly networked, works properly when spectating other players
Add ScoreAttribute.ShowTeamOnly, make balance only show up for teammates
Up molotov's throw power to match the HE
Proper icons for USP-S and Bayonet
Refinery's too small to even need global fog
Use legacy tonemapper for now
Save out C4 so we have its metadata
Attempt at ensuring RoundStateTeam avatars change when they should
Don't create tracer if the effect distance is low
Don't play zoom sound if ending zoom on drop when we're not zooming at all
Fixed not being able to hit E to pick up a weapon
Removed some unused props
Save some useful metadata in weapon prefabs so we can use it for dropped weapons, so we can use accurate bodygroups, model, bounds from the model renderer
No ammo state for Crosshair
Crosshair types, alpha interpolation
Add Equipment.CrosshairType
Adjust Crosshair to show in thirdperson if we're locally controlled, or disappear if we're not locally controlled
Use Overlay for viewmodels
Fixed game status display flicking the time up repetitively
Fixed size inconsistency between round team display