branchsbox-deathmatch/maincancel
176 Commits over 61 Days - 0.12cph!
Add maplist convar, use it to select the next map
Updated Gluon Beam Render
Shotgun: Alternate attack with higher damage per pellet, takes 2 bullets, has higher shoot dleay
Fixed TakeAmmo not working with count param
Shotgun: Increase crosshair gap
Adjust shotgun punch and shake, don't eject 12 casings per shot
Python: Add shoot delay only if we can shoot
Automatically set render options for viewmodel renderers so we don't have to fuck around every time we make a weapon
Add Shotgun, incremental reloading, reload cancelling option
Use new datacore map with items
Use Preferences.FieldOfView (fixes sbox-deathmatch/issues/44)
Halve explosion screen shake
Add kill command
Add giveall command
Add map command
Less recoil
Update gauss_impact.prefab
Add voices UI, tweaked voice transmitter properties to not be worldspace
Don't do effects if we're the server in many cases
Update charger and health kit, battery prefabs to use Network Object mode instead of Snapshot
Add sbdm.cheatmode, don't start with all weapons
Tweak player controller acceleration
Rat: if on ground, keep pitch at 0
Switch game on end
Hide warmup if GameConfig.GameLoop is false
Add spawncam to quicktest
Allow turning off the gameloop with sbdm.gameloop 0
Tweak gauss impact
Game loop
More effects on beam
Stop effects when can't shoot anymore
Backpack set up for gluon
Update item inventory slots to be more consistent (throwables in 5, special weapons in 4)
Rat: die after a set period of time (30s by default)
Weapon and Health pickups in map
Fix NRE in PlayerDamageIndicators when no attacker
Gauss impact effect
Tripmines parent to what they were placed on (moving platforms, doors, etc.)
Explosions mark DamageInfo.IsExplosion = true
Tripmines are damageable, shooting attributes the kill to the shooter, explosions cause a delayed explosion
Look for damageable components in parents instead of children, needed for tripmine children colliders and makes more sense?
TriggerHurt: Look for a collider instead of RequireComponent
Remove transform offset from map loader
Use our new map by default
Rat: give weapon a svg icon
Fix rat pickup item prefab reference
Rat: try to bite target if we're lunging and they're close enough
Rat: add grounded checks instead of arbitrary timing
Add some debug stuff to mover
Add rat weapon that throws a rat
Rat NPC (doesn't hurt the player yet)
Rat cleanup
Tweak glock and mp5 recoil effects