922 Commits over 184 Days - 0.21cph!
Expose spread scale, lower it by more than half
Don't allow sprinting unless you're moving
Add basic sprinting implementation
Added damage overlay to the HUD, will scale up based on how low your HP is - if your HP is low enough, will start pulsing
Revert "Don't re-enable the camera every single frame" - players becoming invis, gonna fix this properly in a sec
ui: Make dead players more distinct in PlayerAvatar
Don't re-enable the camera every single frame
Voice chat filter sends to spectators
Fixed base bullet spread not being hooked in
Swap scores around on team swap
Upped min player count for competitive, max rounds up to 30
Show gamemode title in scoreboard
Add separate 5v5 defuse gamemode for competitive rules, other one is just casual 10v10
Add damage taken post processing
Punish players for crouching too much
Turn occlusion for door sounds, door itself doesn't block sounds
Cap team sizes for defuse to 5
Track original owner of weapon, show it in the weapon row
Expose falloff curve for explosion damage
Fix headshot effects originating from the attacking player instead of the victim
EquipmentDropper can drop everything that isn't melee, and isn't part of the default loadout
No fall damage if noclipping
Restyled developer menu to categorize properly
Don't use blur on pause menu
Add drop shadow to crosshair elements, add game settings for dynamic crosshair, crosshair dot
Expose crosshair distance, length params
basic color editing for crosshair
Added dev command that'll drop the player's audio listener until they hit the button again, good for testing footsteps - adjusted soundscape volume
Expose ability to update footstep range globally, turn off occlusion on them
Bomb plant radio originates from the correct player
Add some debug logs to track down this player marker shit
Protect against NREs in a couple of places
Fix NRE spam when hud is disabled
Revert scope changes, shouldn't crash now
Add toggle viewmodel dev command
This is why death sounds were playing on inverted teams
Tentative fix for player marks not showing up
Replace zoom sound with something that isn't played in 2d, across the whole map
Try to update the round state team properly when the team changes, but doesn't change count
Order weapons in player marker panel
Bit of protection in scoped weapon
Calculate eye height in a way that works for non-local clients, reduced anim weight significantly
Validate CurrentWeapon just in case
Add PickupResult, allow picking up several grenades (one of each type for now)
Group weapons by slot, so grenades are in the same row
Don't apply damage multipliers to melee damage