1,645 Commits over 245 Days - 0.28cph!
It's possible that PlayerState.Local isn't actually set yet here - so check IsValid
Get rid of bullet exit decals
Fix damage reduction from armor / helmet
Simplify respawning RPCs
Looked like OnClientRespawn could get called on the wrong clients?
Added Deathcam: display killer and follow their movements for a bit #127
Get rid of trying to show owner's name on weapons
Drone stays flying when it's not being controlled
Track state for deployed pawns, can return to deployed pawn with Use
Add hud overlay for deployed pawns like the drone
Add map voting system for when we can move people to a new scene in multiplayer (https://files.facepunch.com/devultj/1b0811b1/sbox-dev_svFL9wcXs7.png)
Bunch of error fixes from last 2 playtests
Fix default score format
Include all score properties in ScoreboardRow.BuildHash()
GivePlayerStateComponent
RetakesScoring
TDM map tweaks
Refined layout, more spawn points ,improved flow in to shop
Allow dropping weapons in retakes
Instant defuse for retakes if safe
Don't occlude C4 beep
Fix retakes loadouts, and add a few more
Add color picker to settings https://files.facepunch.com/tony/1b0411b1/sbox-dev_IpkQOc3g5h.png
Add Page.SubFooter, clean up some footers on pages
Show team displays regardless of player count
Pass wallbang as a damage flag, push it through to kill feed
https://files.facepunch.com/tony/1b0411b1/sbox-dev_224Vwb4IPj.png
Track air shots as well
Fixed components like the bomb not being found for kill feed
Add proper is-me class to victim entry in KillFeed
Make default crosshair size not crazy big
Add ScoreAttribute, instead of manually defining on scoreboard, you can define score properties on any component on a PlayerState, can define format, order, ShowIf, this'll be good when we add gamemode-created components to PlayerState
Just use identity rot instead of trying to face hit dir
Much better spread + smoke extinguishes fire
HUD style adjustments, fixed inconsistent scoring title size
Moved muzzle attachment back for USP-S
Weapon adjustments, dropped M4 has proper collider size
Don't allow dry fire while reloading
Fire nodes... kind of better placeholder node effect
Some temp sounds - make not buyable again
Initial Molotov Grenade prefab stubs
Molotov references in prefabs + MolotovGrenade component stub with explode on collision
Setup equipment
Explode on impact properly. Fix a NRE in Crosshair
AoE (shit rn) only explode if we land on a relatively flat surface, otherwise bounce
Add AreaDamage component. Add Burn type damage. Take damage while in molotov AoE radius
Disable buy for Molotov Cocktail for now, I wanna add fire spread plus the particle effect is shit right now
Got rid of redundant / erroring sound action in c4_explosion
Fix NRE on C4 explosion death
Don't show team scores if there's no TeamScoring
Fix retakes round counter
Show round number / limit in scoreboard
Fix error when allocating weapons in retakes
ValidOrNullAttribute code golf
ValidOrNullAttribute
Random.FromListWeighted
RandomLoadoutAllocator
Player score history for round-based games
Team assigner auto balance modes
Retakes team balancing on round start
Add fire mode to ammo HUD
Implement b_deploy_skip, implement fire modes
Clear burst when holstering, reloading, set initial firemode when deploying view model
Use TagSet for RandomSpawnAssigner
Fix getting game mode description
AutoBombPlant component
Spawn point tags, stored by each Pawn
ActiveBombSiteSelector for retakes
First pass at Retakes
Fix defuse events in PlayerScore
Retakes fixes
Get rid of old team-specific loadout code
Retakes default loadouts
Condense round state display as well
Add HudOptions for gamemodes to customize the hud
KillFeed style adjustments
RoundStateDisplay style changes, omit player avatars when we have more than 10 players in-game
https://files.facepunch.com/tony/1b0311b1/sbox-dev_ep0QgB1StS.png
UI style adjustments, don't uppercase absolutely everything, kill feed more compact
Retakes: bombsite B spawns
TDM
layout changes - ignore test textures
Merge branch 'main' of sbox-hc1