930 Commits over 639 Days - 0.06cph!
Update style and content for match modal again
Use correct gamemode name
Proper flex wrap on MatchCard
MatchModal - Sort by teams https://files.facepunch.com/tony/1b2011b1/sbox-dev_7F90V5Sh36.png
Store player's team in match history
Add Match modal to inspect match scoreboard stats https://files.facepunch.com/tony/1b2011b1/sbox-dev_iBbJLRGxdc.mp4
Modals that can be used in gunfight menu and gamemenu
Add scrolling to leaderboard, up the entry count to 50
Leaderboard is global for a little bit, can view steam profiles from it
Increment experience instead of setting
Fix xp bar being cut off at higher levels
Remove constant slide sounds
Fixed not being able to record match data, update stats page if history count changes
StatsPage; Add fallback text if we haven't played any matches
Add destructive reset XP in stats menu, when xp changes, update the leaderboard
Calculate fall damage based on distance as well as velocity
Remove test notification on landing page
Add fall damage when landing heavily
Notification system for use in GameMenu and in-game
Fixed children of expand widgets not updating their content, in a kinda shitty way for now
Add quick leaderboard widget to main menu showing friends levels
Use Sandbox.Services.Stats for XP persistence
add MapIdent to match history
Add MatchCard
Add list of players to match card
Minor style adjustments
Add accessor to grab match history
GetAll creates new empty info if not found
Add Stats Page to main menu, start scaffolding some data together
Persistence refactor, expose GetAll<T>
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