250,157 Commits over 3,959 Days - 2.63cph!
Fix broken movement animations on M4A1 & Spaghelli M4
Disable BuyAnywhere in bomb_defusal
JsonIgnore some stuff in TeamScoring
Keep track of round win history
removed attachments on shotgun
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Add hold_R to v_he_grenade
Merge branch 'main' of sbox-hc1
Lets try exposing sound duration stuff to linux srcds
vendor turret prefab - model, lods, materials and basic prefab setup
Everyone has a defuse kit
Small layout change
Fixed hole in map
Team income from round win / loss
Armor as donut, hide if no armor equipped
PlayerRole cleanup
Finish making strokes not overlap with themself, which was making it difficult to use low opacity values
This makes it behave more like a real painting app where you can't paint over somewhere that you already painted in the same stroke
https://files.facepunch.com/Rohan/2024/May/29_11-16-AdvancedNorthernfurseal.mp4
Adjusted map fog and ambient lighting
Fix NRE when loading into server
Fix NRE when switching servers
- caused by not removing from static List when monument is destroyed
Some team income values
Getting started on income, set start money
Fixed Entity:FollowBone not working with boneID 0.
Fixed SoundDuration returning wrong values for MP3 files
It was a sneaky bug in the MP3 parser
It's still an approximation, but it is very close now. (+/- 0.1s)
Also make it skip ID3v2 data
Fixed .wav SoundDuration being off by number of channels on srcds
Let's try not disabling SV_GetSoundDuration on srcds
health bar
hp icon & label
timer bar
hp damage
cardbehaviour
Shuffle around where weapons get allocated to fix bomb not spawning
Look for game state change listeners in the whole scene
Kill penalty for suicide / team kill
Scoreboard shows KD ratio
added door + doorframes dev models
updated asset_zoo
DroppedWeapon destroying is handled by DestroyBetweenRounds
DestroyBetweenRounds component
Adjusted FX behave better to occasional rapid movement and sudden directional changes.
Performance: Made Bradley mid-air cannon tracers not have super expensive shadow casters, and adjusted light to compensate.
Destroy these dropped weapons in either PreRoundStart or PostRoundEnd?
Throw dropped weapons, place them when close to surface
Make player info section bigger, tweak text sizes
New health icon (to match armor)
Small input hints use InputGlyphSize.Small, prevents scaling issues
updated he_grenade blockout
Merge branch 'main' of sbox-hc1
Add radio stuff
Integrate bomb planted, bomb defused, round won, round loss radio sounds
merge from allow_barricades_monuments -> aux2
Only count enabled weapons when considering if we should drop one - when we clear inventory we set weapon component Enabled to false
Apply same treatment to stone, concrete & sandbag barricades (can't place on monument concrete, can place on the terrain)
Show which team won in status text
CTs win if time runs out
Added a method to get the current restraining item.
Interaction checks now check for surrendering or specific restraint item settings.
Suicide can now be blocked by restraint items. (blocked for handcuffs)
I think this is a lot better
Explicitly define teams in round state, only show if not null & count > 0
Wooden barricade only buildable on the terrain parts of a monument, block it on all the concrete parts of a monument
https://files.facepunch.com/jakerich/fyl41vRDD6IA5gyt/BM9AhaPzcWubIRbQ.mp4