243,394 Commits over 3,898 Days - 2.60cph!
Silently (without callback) set the player's health to 0 if we force the life state
Don't let the player move their camera if they die (until we get proper death cam/spectating)
Ragdoll the player's renderer when they die
Add notion of armor, can't be bought yet
Fix NRE at (Facepunch.ViewModel.ApplyVelocity(Weapons/ViewModel.cs:104))
Fix NRE at (Facepunch.InputActionWeaponFunction.OnFixedUpdate(InputActionWeaponFunction.cs:86))
Team names and team colours are reflected properly in the UI
Don't allow having the same weapon twice, fix clearing inventory when we shouldn't
Applied & fixed damage effects
Minor round state display UI changes
Renamed 'Passthrough' to 'Power Out'
Re applied
98023 (tech tree)
Hook up basic procedural hit reaction
Fixed player collision staying active after death
Main HUD has gradient
Move ammo into a component
Remove vitals background
Player role component
Centralise main HUD elements (vitals, role, ammo)
Remove chat background, contextual input prompts
Rebase fixes
Don't possess players on respawn, no need
Move certain "hexed" models to fallbacks VPK
Fixed env_zoom not working sometimes, and not undoing itself on removal
Include modified Alyx models that include animations from episodes
Get rid of "env_sprite is rendering non sprite material" warning
It's too spammy
Entity:Set/GetPoseParameter now can accept numbers instead of strings
Entity:GetPoseParameterRange can now accept string instead of a number
Make player inventory sync
merge from analytics_save_profiling
Simplified MainHUD player acquisition
merge from qol_turret_interference_feedback
Merged main into io_seismic_sensor
merge from qol_hammer_pie_menu_consistant
merge from qol_block_explosives_in_tc
merge from horses_backwards_movement
merge from electricfurnace_qol
merge from signs_io_ui_fix
BombSite component, update BombSite_A.prefab
Update C4 weapon name
Player cameras are off by default, will only turn on if it's needed
Add hud to fps testing scene
Fixed remaining signs showing power usage 0
Added damage listeners, can react to damage taken/damage given (for UI, hit reactions, etc, networked)
Some refactor/rework.
Added restrained flag.
Removed some RPCs.
Restrained players can now be looted (not just surrendering)
Fixed push menu showing for all players. Push now shows if restrained only.
Interaction functionality is now tied to being restrained, not locked inventory.
Separate HUD from Player prefab - make that GO in the scene networked - should fix chat too
Fix conflicts
Add paint.leftsided convar to change the painting UI to be on the left side of the screen instead of right
Cut down on a bunch of damage system code
Prevent reload if weapon ammo is full
Updated physics material and destruction sound to metal
New vitals UI, new UI font & theme (from ui-stash)
Make text bold again
Chat fixes + team chat
Fixed IOEntityEditor NREs with no outputs entities
When the electric furnace is full:
- pause cooking instead of turning off
- resume cooking when an item stack has been removed
Add mesh merging (only 2 open edges from the same mesh for now)
Put spectators on a team at round end
WIP try to avoid double-assigning weapons
Weapon info panel doesn't move the active weapon around
Bind slot4 and slot5 input actions
lobby_join cmd tries to find the lobby with highest players