812 Commits over 184 Days - 0.18cph!
Move everything playable close to world origin
Add Marker.UseLOS, give vehicles markers
Added my own jeep self uprighting which prob sucks
Don't try to get every single IRespawnable, only ones on the same level as our HealthComponent - this was causing issues when killing someone while they were in a vehicle,, it'd kill EVERYONE, and the vehicle.
Refactor use system, reply out with toast saying why we can't use something
Adjust input state reset logic
Given jeep a display name so if someone destroys it it'll show up in the feed
HealthComponent.MaxHealth is exposed and defined properly - give jeep a bunch of health
More jeeps around the map just in case
Add a bunch of jeep spawners in each base
Raise Conquest game duration
Fixed floating helicopter on helipad
Added capture point status to the HUD, moved the minimap and chat around
Get rid of aces camera preset in fps_testing scene
Force-leave seat on respawn
Actually, fixed wheel simulation
Don't simulate wheels if we don't own the car for now - this isn't good behavior, we should be simulating it properly
Don't have the host do this, doesnt work that way
Fixed parenting not working on non-host client
Dont need change event at all here
Fixed bad RPC logic in VehicleSeat
Better networking for player seat assignment
Ask the host to enter/leave cars
Use zone color alpha for the gizmo
Capture point will animate when contested / capturing, and show team occupant count under the marker
Add vehicle spawner which respawns a vehicle immediately when it gets destroyed
Add another lane to the airfield
Work on custom capture point marker, fixed team not being set
Add reset capture points rule
Support angles for minimap volumes
Inherit velocity from vehicle when getting out
Don't draw crosshair if you're in a car
Use local eye rotation when in a vehicle
Get rid of material override on the jeep
Remove minimap overlay tint for now
Add ticket draining based on occupied capture points, can configure drain frequency, drain amount per point
Re-rendered minimap, given minimap volume and label to cap points
Added capture point component, prefab with variables
Added TicketBasedScoring, InitialScore to TeamScoring, Conquest gamemode prefab
For now just equip the first weapon when leaving a seat
Don't play footsteps if the player is parented to something - maybe not the best behavior but it works for now
Move the player up 100 units, with note of implementing exit points later