4,162 Commits over 884 Days - 0.20cph!
Added pinging system for Wardens https://files.facepunch.com/devultj/1b0911b1/sbox-dev_czYToKLxZN.mp4
Grabbed @kurozael's radial menu and retrofitted it for Warden instructions https://files.facepunch.com/devultj/1b0911b1/sbox-dev_I3GITmyf0d.jpg
Made Hud a Razor RootPanel, create it clientside
Show voice speaker under player's name while they're speaking
Add HudMarkers for players https://files.facepunch.com/devultj/1b0911b1/sbox-dev_FH78gc9qn8.jpg
Add completion states for when players are killed
Update .addon, set tick rate
Fixed knives being able to penerate walls, fixed issue where you'd still penetrate non-surfaces
Players can tap the same weapon slot to have no active weapon - remove viewmodels properly
Random chance to spawn with a knife as a Prisoner
Give the warden a symbol on the scoreboard too
Refactor game loop, add rounds, if players die in the middle of a round, respawn them as a spectator
Fix TypeLibrary error, give prisoner jumpsuits to unassigned players as well
Look into the weirdness when landing
Toggle specific clothing items onto players based on their role, so we keep their local preferences where possible https://files.facepunch.com/devultj/1b0811b1/sbox-dev_ykh2iG36YD.png
Add Countdown, GameStatus info to hud, fixed game starting with too little people
Hook up proper sounds for guns
Remove aiming, add new guns, move players based on spawnpoint tags
Add projectiles, give a default weapon to the pawn
Use correct created data on asset home
Add Voice UI, show objective when you're unassigned
Fixed default weapon prefab path
Add Objectives
Restyled player list
Add post-processing, fixed duck level being stuck at ~0.2 while stood completely up
Only show crosshair dot when unarmed
Listen server host can use DevCam, hide most hud elements when in it
Only give a gun to guards, fixed animator not resetting holdtype when there's no gun
Support destroying screen shakes manually
Add ScreenShake.Charge, create it clientside and map it to the pawn's speed
Nest Random under ScreenShake for discoverability
Add ScreenShake, ScreenShake.Random
Add team shuffling based on distribution
Refactor to use prefabs for weapons
Fixed component names not being serialized in prefab editor
Iterate through shoot components and add hints instead of doing shit manually
Fixed up shooting component, shotgun has two shoot components
Killed off WeaponData entirely
Add ViewModelComponent to set up ViewModel when the weapon's deployed, cleanup. Made WeaponData obsolete
Add ViewModelPath, set up ViewModel correctly
Add PrefabSystem.GetPrefabsOfType
Try spawning weapons through prefabs
Work on cutting out useless structs, replace with properties in components instead