250,267 Commits over 3,959 Days - 2.63cph!
Fix NRE when local player is null in Crosshair
Fix errors in HUD when local player doesn't exist yet
Resources
Make networking stuff host controlled logic - player controlled movement / shooting. Weapons properly networked.
Output detected explosion vibration level regardless of the current energy
Increase height of supermarket building blocked box to clip underground slightly (like the sphere did)
Change supermarket to only a single square `prevent_building` collider
- removed the extra sphere collider but resized the square to be the same overall shape
S2P supermarket
Show building blocked of monuments with the BR sphere effect
- will only show monuments & caves (not roads or rails)
- only will show when holding building plan
https://files.facepunch.com/jakerich/IgNQuA7CXFEAEXaM/1TDceAwIsJp7iV7A.mp4
Added mantle to cinematic setup
First person arms: bring back the hold bones for non-weapon_root-centric setups
undo c4 offset do it in the prefab
Add rough damage indicator system, can only noclip when in dev mode
Add WeaponData.Icon, use icons again (thank you very much @bakscratch)
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