4,162 Commits over 884 Days - 0.20cph!
Ship game templates from sboxgame/templates manually for now, need to consider about fetching from the repo soon
Refactor LaunchConfigEditor to be a widget which can target a local project and read/write to its metadata
Launcher: When going through active local projects, check their LaunchConfigs metadata and add them
Add per-project launch config editor to project settings
Actually run Input.SetBind when clearing a bind, whoops
If InputSettings is null, grab common inputs and let users rebind those for the current game package
Add KeyBind onchange event for right click clear
Can right click a keybind to reset it to default individually
Add Panel.GetTransformPosition( Vector2 )
Add mask to package screenshots modal
Remove SetMaskAngle debug log
Always allow mouse-related actions to "release" when UI pops up, but don't allow new presses. Matches keyboard behavior more closely. #1004
Fixed hair_longbrown_covered_test being able to be worn with other hair/hats
Support viewing the ragdoll of a player if they die during deathcam
Fixed being able to move pickups around with projectiles
Give grenade projectile some drag
Refactor projectile system to match FP4
Re-implement SlowMovement trigger
Re-implement DashRechargePickup on new pickup base
Add MusicBox entity back in, w/ ClientSettings for volume
Fixed another InputActions NRE
Fix InputActions NRE if ServerConfig hasn't loaded by the time ServerInformation is recv'd
Update ProjectConfig.Ident MaxLength (16 -> 32)
Upped asset ident max length (16 -> 32)
Add groups to client settings, support in ObjectEditor
Proper hover style for own scoreboard row
Work on re-adding ClientSettings
Return scoreboard to hold for open
Only look for DevCamera and control HUD visibility from RootPanel
Use award system to show big notification that the game is over
Add PlayerDeathCamera, switch to it when running DeathCam.Show
Don't clamp ammo count on HUD
Fixed ammo count being fucked
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