812 Commits over 184 Days - 0.18cph!
Split out player vehicle stuff into its own file
Control animation helper state when in a vehicle, cancel out any kind of additional translations
Nastily parent the player to seat / unparent them on leave
Eject players from seats if the vehicle is destroyed
Added seats, notion of entering/leaving a seat (doesn't do any parenting or anything yet)
Add cq_oman map with associated terrain and a bunch of terrain materials
Update terrain
Create PawnCameraController, something we can use for all pawns, spectator can now inherits any map-based camera overrides
Make drone use the same camera controller
Remove obsolete usage of SetCombo
Use ShortcutAttribute where necessary
Reduce non-empty reload time, mark if it's a continued reload and fuck the delay off
Badly coded anim delay until I rewrite this in a better way
Set up basic "b_reloading" loop for shotgun
Ignore standalone builds folder
Adjust spaghelli reload timings to match new anims (havent implemented single reload anim loop yet)
Name the decal/particles/prefab objects that weapons create
Don't stomp the default saturation
Fixed a couple of NREs, demoted this assert
Moved this photoshop file outside of assets so it's not as confusing
Fix m700 viewmodel rendering its shadow
Fixed error if you die while defusing the bomb
Couple error fixes
Stop publishing > 2GB of png files, only do it inside the UI folder
Remove PlayerState.Local fallback from Pawn.PlayerState
Categorize all the viewmodel props
Add ViewModel.UseMovementInertia
Use cloud version of the M700 now
Maps can override the player's camera, this sucks but it works for now
Speed up third person reloads
Fixed bayonet viewmodel rendering a shadow
Added headers to deathcam
This should fix all the player's weapons showing at the same time
Fix weapon traces (oops)
Simplify PlayerBody renderer code
I have a feeling this wasn't on purpose
Removed "invis" tag, it's useless
Set up collision rule for grenades not colliding with player_clip
Pass the attacker through in AreaDamage, molotov kills link back to the killer correctly - support showing a fire icon for kills that had the burn flag
Do the same thing with explosion damage, also bring through the molotov itself so it can be used in the kill feed
https://files.facepunch.com/tony/1b2111b1/Q9BbqU5SVE.png
Show the damage you dealt to your killer
Set gamemode on map vote end
Remove extra camera from tdm_test scene
Changed main menu player podiums to be a prefab, can spawn a weapon prefab on them
Validate BodyRenderer when trying to set bomb plant anim
Should have fixed ADS issues over the network
Shouldn't need to run this if not possessing spectator
Adjust physics shapes/joints to reduce stretchiness
Shouldn't need to run any of these without being in control
Hook in new NEW T character, re-add a few textures that were missing
Fixed setting TimeUntilTransfer every update