101 Commits over 701 Days - 0.01cph!
Add crush trigger to the spikes
Don't display the HUD if we're freecam'd
Add FreeCameraSystem, toggleable with Y
PlayerCamera.SwitchTo to switch to a new system, handling init/destruction
Disable camera orbit code for now, it's really jittery and I can't figure out why just yet
Update height override, jump power
I accidently deleted all these too liberally
Temp
Goodbye copmiled files
Slide no longer takes full control over movement
More forgiving ledge grab threshold
No more one-frame lag for ledge detection/movement
No air dash, double jump when holding ledge
Only allow grabbing ledges
Backport some ledge climbing, you can climb up anything right now
Tweak sliding to be less shit, and also simpler
Add testing notifications panel
Use trace normal for fake shadow
Use a state machine to control the whole thing, make it into a prefab
Add some libs, add Zone from HC1, start framing out SceneLoadVolume, new home scene
Temporarily display active abilities on the hud
More messing around with UI
https://files.facepunch.com/tony/1b0111b1/sbox-dev_jwiM3RE8z3.jpg
Small changes, air dash uses SHIFT
Cancel slide if we end up off the ground
Implement TakesOverControl, which cancels out wish movement
Add Slide
Crush trigger instead of trying to bake it in all things
Improve Ground Slam, stops the player in the air first
PlayerPusher, PlayerCrusher, Kill, Respawn
Remove debugs
Use Player.Velocity instead for a bunch of things
Add MovingPlatform
New test map
Basic implementation for Inheriting ground object velocity
Fixed fake shadow decal cutoff/depth
Work on pickup collectibles