255,054 Commits over 3,990 Days - 2.66cph!
Show belt items as locked to make it clearer you can't use them when handcuffed
ParameterDefinitionExtensions.With order fix
Unsubscribe from OnTeamChanged in PlayerId.OnDestroy
Added dev command that'll drop the player's audio listener until they hit the button again, good for testing footsteps - adjusted soundscape volume
Expose ability to update footstep range globally, turn off occlusion on them
Add a priority of 10 to ChangeAttribute. Change logic will be done before Sync Var logic, ensures we can get the old value properly. This should fix recursion in change callback.
Add Priority to CodeGeneratorAttribute - allows you to specify priority. Higher priority means the target method/property is wrapped first.
Bomb plant radio originates from the correct player
Add some debug logs to track down this player marker shit
Sorted wheel values
Vendor moves as expected again
Wrap SendSpawnConfirmation call in !IsProxy check so we every player doesn't confirm it
Protect against NREs in a couple of places
Fix NRE spam when hud is disabled
Added "togglecluffslocked" console command
Fix outline visibility rules
Revert scope changes, shouldn't crash now
Play the old workbench open/close sounds when opening a tech tree on a workbench
Play just the appropriate open sound when switching to a tech tree
Add toggle viewmodel dev command
Fallback to team color when PlayerColors.Instance isn't present for now
Unique player colours, shown on radar, nameplates, and outline
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Hooked up first person struggle anim for unlock minigame
This is why death sounds were playing on inverted teams
Tentative fix for player marks not showing up
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DPV changes
- toggled world collider to represent horizontal character better
- drift stabilizing force scales against engine power
- some cosmetics toggle with flags
Add reason to "Unmounting addon X" message
Attempt to fix weird Linux filesystem crash
Replace zoom sound with something that isn't played in 2d, across the whole map
Try to update the round state team properly when the team changes, but doesn't change count
Order weapons in player marker panel
Bit of protection in scoped weapon
Relaxed the seismic sensor distance checks to mitigate wall thickness
Tossing a C4 on a wall exactly 10 foundations away was not working as it was 30.25m away from the sensor