906 Commits over 609 Days - 0.06cph!
Pass b_grounded to viewmodel
Stub out MatchHistory data
Show player level in main menu
Show player level in chatbox
Xp tweaking, added xp bar to main hud
Add event for when xp is changed, set default XP to something that isn't zero
Refactor levelling progression to be static, with a link to the component for displaying levels for others - so we can get this data in menu
Refactor progression around a generic enough persistence system
Relax non-ironsight fire scale
Clear burst fire state if we run out of ammo while bursting
Set up ironsights through Max's anims
If we've got no ammo, assume we can eliminate weapon recoil
Downgrade progression logs to Trace
Add ProgressionComponent, grab Player from API
Show player level in scoreboard
Fixed these requests being back to front...why they're like this in the first place is weird imo
Update Models
Send XP requests
Build match submit request, send 'em off (on FFA only atm)
Add MatchHistory.SubmitAsync
Only assign firstHit when we hit something, doesn't have to be on first iteratio neither
Lower eye height for slide, can slide through lower gaps
First iteration of vault mechanic (jumping through windows, quickly over short ledges
Turn VaultMoveMechanic.IsDebugging off
Update GameStatus visuals a bit
Add placeholders to FFAStatus if there's no second/third player
Fixed gamemode not being set correctly from lobby
Add "x is the winner!" text when FFA mode ends
Fixed being able to move / shoot while Gamemode.AllowMovement was set to false
Fix ammo HUD not updating when ammo reserve changes
Use proper client int for kills
FFA: Win the game if someone hits the Max score
Fixed ui layout problems if there's no second / third player
Kill feed styling adjustments
Actually use enemy markers instead, makes more sense.
Set gamemode correctly in lobby, pass it through to game
Whip up a quick FFA mode
IsValidSpawn accounts for gamemode setups where there's no teams
Update .sbproj
Remove unused code, unused Net properties
Re-enable Conquest gamemode
Add neutral marker state
Set USP worldmodel bodygroups
Fixed players trying to delete guns clientside
Get the correct winning team on KC
Alter ActionButton mask behavior
switch a bunch of logs to be Log.Trace
Temp Fix for nametags for now
Apply recoil scale to recoil dispersion, hook up spread scale, lots more spread if in air, less recoil if aiming, etc.
Lower it much more
New recoil model experiment