25 Commits over 0 Days - ∞cph!
Can't run SetWinners again if State != Active
Add Minigame.State, Minigame.Participants - fixed failing to account for spectating players in Tag
Basic tv expressions for Tag
Create PlayerStateComponent, add IsImportant, use that to add more status effects to player markers, use it in Tag
Refactor game flow, add very simple state control, track minigame winners
Network current minigame properly, wtf did I write this for
Add a bunch of spawnpoints https://files.facepunch.com/devultj/1b1211b1/sbox-dev_WXKqYe8T6y.jpg
Update map, remove *.vpk from gitignore, add built map to repo
Moved spawn offset down by 30 units
Add UI for game state
Fixed some annoying flow issues. Clear up minigame objects properly
Give player a proper physics hull, record touch events and send to minigame, use this in the Tag minigame
Add IMinigameObject, clear them out when minigame starts/ends
Add ColorComponent - give it to tagged player (in Tag) and set the color to green
UI: PlayerMarker looks for a ColorComponent and sets the marker tint if we find one, resets back to null if we lose the component
Made expression image a bit larger
Added Chatbox from Sandbox Game
Let empty messages be shown on TV
Start work on tag game
Fixed closest player check
Make players look at each other when they're not in motion
Pluralize waiting for players message if we need to
Use low tickrate
Add example usage of TVMessage/TVExpression in TestMinigame, fixed not displaying the correct message
Added a few basic expressions
Add style for new expressions
Set up TV entity and WorldPanel
Add minigame control for expression + message, fall back if there's no minigame (waiting for players?)
remove unused using
Use correct event to update TV
Delete active pawn when making new one
Fixed minimum player count
Spawn players on init, not start
Pull the player up from their spawn a little, fixed client running some code it shouldn't, added some more logs
Create a testing roster of minigames when the game starts, flow between them
Handle minigame pawn creation, spawn location, event
Set up minigame countdown, minimum players start flow. Minigames can define a countdown override, and game length.
Work on player controls, added player markers
Minigame logic entity
Player markers differ if they're your own, or other people's, animate own marker