1,645 Commits over 245 Days - 0.28cph!
Tidy PlayerState a bit, streamline flow for spawning/possession
Don't enter spectate when respawning, do immediate spawns for joiners where we can
Can now freely destroy/respawn player pawns
Simplify pawn stuff a bit
Use PlayerState.Local.PlayerPawn directly
Fix not depossessing current pawn
More sensible accessors for local/viewer PlayerStates
Rename CurrentPlayerPawn->PlayerPawn, use rather than casting Pawn in a bunch of places (so we actually get what we're expecting)
Network client respawn event properly
Use GameUtils.LocalPlayerState where we can
Spectating works again
Fix player nameplate conditions
disabled callouts for now
de_refinery map updates
catwalk updates + bake
tdm map
Merge branch 'main' of sbox-hc1
final 9mm casing tweaks
hopefully
Just use Property for PlayerBody.Player, instead of fetching OnStart
9mm_casing prefab adjustment
Equipment renderer adjustments
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it
I don't think we need this stuff
Fix NRE when shooting
Better logic for player marker vis
Removed a bunch of code we don't need on the Drone anymore
Cleanup, removed unused stuff
Use PlayerPawn in BuyMenu, not PlayerState
Support Buy Menu items again
Kill bots playerstates as well as their pawn
Vitals UI works for any pawn
When possessing a pawn, set its PlayerState
Can deploy drone by using left mouse button, removed dev menu debug for it
Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone.
Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState
Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn
Work in progress Pawn refactor
Start some cleanup
valid check FlashbangEffect OnDestroy
tdm map
Further adjustments to the layout and design
Merge branch 'main' of sbox-hc1
Use proper 0-1 input for move_bob instead of 0-100
added 12g shell eject for Spaghelli
needs work still
Add some missing game setup components to fps_testing scene
Reduce gap between chat entries
added 556 casing eject for M4
flashbang explosion addition and setup
added 9mm casings to USP/SD/MP5
added ejectionport component so we can spawn shell casings and gases
Add hc1_hide_flashbang_overlay
Don't need move_groundspeed here
Ignore case where bullet trace distance would be zero (?)
Forget about the extra ironsights parameter, we're getting rid of it, push irons forward for USP (preference)
No need for manual offset for USP
Set up move_bob parameter
Removed annoying sprint footsteps, use regular footsteps but more range