1,645 Commits over 245 Days - 0.28cph!
Start moving some PlayerState stuff around
Rename PlayerState.Player -> PlayerState.Controller
Expose more properties for ping component to override. Ping receivers can kill off pings early
Added IPingReceiver, when placing a ping on an object in the world, you can define custom behavior for that ping marker
Add PlayerPingReceiver, which follows a player until they're no longer spotted (using Spottable)
Destroy ping if we try to ping on an existing ping
can define if we want unassigned team to spawn, for testing mode
Add simple pinging system, players can only have one ping at a time
Make weapon sway less mental
Don't auto-respawn spectators
CG: Can always buy in the buy zone
CG: Start w/ kevlar and helmet
Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
Add TimedDestroy to money burst
Use team chat voice filter for Cash Grab
Upped time for players to get to a cash point
Enable buy menu in more cases for cash grab
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj
Expose scoring prefix, use £ instead of $
Add player clip volume to shipment
Spawn a big burst of cash when someone dies holding the bag
Make sure active gamemode is networked
NetworkSpawn cash bag after adding CashBag component
Call NetworkSpawn in DroppedEquipment.Create
Fix cash bag not spawning
Network CashGrab game objects
[HostSync] CashPoint.State
Fix some Spottable properties
de_oil updates
clip pass on obvious OOB spots
USP + SD fire rate increase
added money burst fx
https://files.facepunch.com/jason/1b1611b1/sbox-dev_4eKmd7ZWkP.mp4
Attach money trail prefab to world cash bag
added money particles
https://files.facepunch.com/jason/1b1611b1/sbox-dev_7gTafzrWDd.mp4
Unlimited money in cash grab
Add a bunch of cash grab points and extracts
The last cash point can't be the next cash point
Add gizmos for cash points & extracts
Add screen overlay when spawn protection is active
Cash grab uses spawn protection when respawns are enabled, can only buy in spawn protection
Fix it properly
Add hud marker for extracts
Cash point shows a hud marker if the cash is spawning soon
Fix NRE when shooting at the sky
Add support for input hints on marker objects, expose LookOpacity
Refactor markers a bit, support icons on any marker, remove MarkerFrame, remove CashBagMarkerPanel, GrenadeMarkerPanel,
Re-implement ballistics penetration, we have thickness per-object hit, and proper exit points
https://files.facepunch.com/tony/1b1511b1/sbox-dev_SF6yRUOMH6.jpg
Super cruddy basic DebugOverlay
Restore my lost scene hierarchy changes for the third time
WIP test map
Not ready to play yet.
Merge branch 'main' of sbox-hc1
map updates - figuring out catwalk
Define win state for cash grab
Add EquipmentDropper.Categories so we can define which slots drop on death
Transition to picked up state when someone picks up the cash
Add CashPointTracker.Cleanup
Add CleanUpCashPoint rule
Add CashPointBagExtractedEvent, ListenForExtract, we have a working flow now
Don't shrink scores in team display
Can define dropped collider size for weapons
Added cash bag marker
Some work on marker system to handle lifetime better
Dispatch equipment drop/pickup events, change state copy behavior to grab from components on the weapon instead of expected components on the new weapon
Track who's holding the cash bag
Create a CashBag component on the dropped cash bag, so we can make markers for it
Fixed drone model orientation