4,162 Commits over 884 Days - 0.20cph!
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
Pass weapon through projectile creation, so we can pass it in DamageInfo
Add deathcam UI
Fixed scoreboard still accepting pointer events while it's closing
Fixed ammo pickups, fixed quick weapon switch for RL/Sniper/Lightning Gun
Make sure to update Info component when weapon switches, fixes weapon icon not updating
Fixed being able to infinitely fire while ammo is depleted
Clear inputs on death
Re-add all weapons in prefab form
Remove overridden dev cam
Run ServerConfig.InitClient every time the game loop starts, as opposed to on bootstrap - when we kill stringtable pointers on shutdown, we unsubscribe any existing events, making input actions fall out of sync when joining another game. See #998
Run ServerConfig.InitClient on GameLoopStart instead of PostBootstrap - demonstrates issue #998
Can click scoreboard rows to open steam profile
Work on grabbing scoreboard from gunfight
Fixed shotgun fire buttons
Optimize Input.SetupManifestData
Register analogs when creating groups, instead of iterating through after we've finished
Fix overlapping usage of right joystick button
Fix up obsolete event usage in Sandbox.Game
Don't pass KeyboardModifiers in input actions related methods anymore
ManifestGroups cleanup
Removed unused actions from project settings
Updated to Input Actions, update events
Grey out weaponlist entries that don't have a valid weapon
UI refactor - fixed NRE from kill feed, fixed player awards panel persisting
Asset compile
Fixed analog actions NRE caused by a silly typo
Editor: Add option to render specific thumbnail in the clothing editor
Fixed player overriding devcam FOV
Shout at the user if we've got validation messages for Asset when thumbnail change fails. Not sure if we should be validating the whole asset here at all though.
Convert CapturePanel to razor
Recompile a bunch of assets
Decreased delay after sliding for when you can jump
Added actions for mount, firemode switch
Set height of the player based on their real eye height - means mounting will adjust the player's height incrementally
Speculative fix for sound events ran in tools
Let us show tools that only show up in non-retail mode
Add job to validate GlobalLobby state and recreate it if the lobby is no longer valid
Update to use Input Actions
Fix NRE from crosshair when dead
Adjust mixgraph to fix muffled audio
Remove Steam Audio (#990)
* Removed steamaudio from soundsystem, map builder, hammer
* Obsolete ReverbScale / ReverbVolume