4,160 Commits over 884 Days - 0.20cph!
Upped time for players to get to a cash point
Enable buy menu in more cases for cash grab
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj
Expose scoring prefix, use £ instead of $
Add player clip volume to shipment
Spawn a big burst of cash when someone dies holding the bag
Attach money trail prefab to world cash bag
Unlimited money in cash grab
Add a bunch of cash grab points and extracts
The last cash point can't be the next cash point
Add gizmos for cash points & extracts
Add screen overlay when spawn protection is active
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
Fix it properly
Add hud marker for extracts
Cash point shows a hud marker if the cash is spawning soon
Fix NRE when shooting at the sky
Add support for input hints on marker objects, expose LookOpacity
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points
https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg
Super cruddy basic DebugOverlay
Restore my lost scene hierarchy changes for the third time
Define win state for cash grab
Add EquipmentDropper.Categories so we can define which slots drop on death
Transition to picked up state when someone picks up the cash
Add CashPointTracker.Cleanup
Add CleanUpCashPoint rule
Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now
Don't shrink scores in team display
Can define dropped collider size for weapons
Added cash bag marker
Some work on marker system to handle lifetime better
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon
Track who's holding the cash bag
Create a CashBag component on the dropped cash bag, so we can make markers for it
Fixed drone model orientation
de_g: More scene hierarchy changes
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
Fixes, better state management for cash point
Expose ExtractionPoint Trigger
Add cash grab components
de_g: Clean up scene hierarchy
More work on cash grab, tracker, cash point, extraction point, game state rules
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes
de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format
Add currency scoring format to Cash Grab
Start designing cash grab gamemode flow
Some Weapon / Equipment cleanup
Move around some buy system code, not dictated in the player now, added event where rules can control buy menu
Expose NavAgent.Velocity setter
Fix radio NRE when no team is assigned, no radio when dead
Iterate on spread, all weapons have a spread when not aiming down the sights, ADS crushes that spread
Acceleration gets dampened heavily when you take damage, or fall from a large height
Properly enable/disable drone camera (and listener) on possession events
Don't play death sounds for deaths that aren't a player
Spawn the drone infront of the player instead of at world origin
Use invis tag for the drone when it gets killed
Half the spin speed of the drone's turbines