4,156 Commits over 884 Days - 0.20cph!
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
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
Default prefab save directory is the assets root, not the project root
Unfucked main menu lighting
First pass at crackhead joints/shapes
Fixed another few errors that have cropped up now
Fixed a bunch of reported errors
Fixed broken damage/death sound references in crackhead NPC
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
Fixed being able to boost when dead
Fixed initial rotation delay for projectiles
Fixed UI absolute/relative issues
Ignore standalone builds folder
Adjust spaghelli reload timings to match new anims (havent implemented single reload anim loop yet)
Make AE_CL_BODYGROUP_SET_VALUE work
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
Clear usage data on list update
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
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
Add a bit of failure protection in CInputSystem::AddGameController - with intent to rewrite this