1,645 Commits over 245 Days - 0.28cph!
de_g: More scene hierarchy changes
Rotate minimap icons based off player's yaw, or 0 if we're in full mode
Fixes, better state management for cash point
Expose ExtractionPoint Trigger
Add cash grab components
scene updates
added text in-map for callouts
de_g: Clean up scene hierarchy
More work on cash grab, tracker, cash point, extraction point, game state rules
Create GameModeObject, for disabling game objects that we don't want for specific gamemodes
de_g: Group up defuse related components in one gameobject, disable them if we're not playing defuse. Including all the bomb site marker decals
Add TeamScoring.ScoreFormat, to allow gamemodes to define scoring format
Add currency scoring format to Cash Grab
Start designing cash grab gamemode flow
Fix buy zone rules for non-host players
Make sure game mode parent object is networked
Maybe this doesn't matter?
Some Weapon / Equipment cleanup
Move around some buy system code, not dictated in the player now, added event where rules can control buy menu
WaitForPlayers logic change
Resets timer while < MinPlayerCount are connected
Skips if >= SkipPlayerCount are connected
Re-implement kill / objective rewards
Fix player joined chat entry being doubled
map updates
A site developments
WIP game loop state machine refactor
WIP everything's compiling again
Fix GameMode.Get<T>() returning cached disabled components
Hacky fix for game mode display info using prefab vars
Reset player balance at start of half
Fix game overview not showing
Fix winning round display in game overview
Re-implement team income
Round end status text
Clear equipment on start of half
Another GameOverview fix
Clear equipment on start of half
Another GameOverview fix
Fix winning round display in game overview
Re-implement team income
Round end status text
Fix GameMode.Get<T>() returning cached disabled components
Hacky fix for game mode display info using prefab vars
Reset player balance at start of half
Fix game overview not showing
WIP everything's compiling again
Support for spectating gadgets: spectate players rather than pawns directly, network current possessed pawn
Fix radio NRE when no team is assigned, no radio when dead
Iterate on spread, all weapons have a spread when not aiming down the sights, ADS crushes that spread
Acceleration gets dampened heavily when you take damage, or fall from a large height
Properly enable/disable drone camera (and listener) on possession events
Don't play death sounds for deaths that aren't a player
Spawn the drone infront of the player instead of at world origin
Use invis tag for the drone when it gets killed
Half the spin speed of the drone's turbines
Remove MinimapIconType, IMinimapIcon.IconType, add IMinimapIcon.IconPath, IMinimapIcon.IconOrder
IMinimapElement.IsVisible passes through IPawn, drone visible on minimap for teammates
Add flag helpers to ModifyDamageEvent
Add chest/head damage dev commands
Update player marker panel logic, display localplayer's nametag if we're not viewing from the localplayer (good for drone)
Split Armor out into its own component, hook early into ModifyDamageEvent, renamed GetPlayerName to DisplayName (now on IPawn), drone is killable
Fixed sprint being slower than regular walk
Fix a couple of leftover NREs
Drone eye angles just grabbed from transform
GameUtils.Viewer returns IPawn, so let's make that work for all of our code
WIP game loop state machine refactor
Add drone pawn (https://files.facepunch.com/tony/1b1211b1/sbox-dev_3THIiDpMN5.mp4)
Don't NRE in minimap if we don't have some systems
Expose more player movement properties to global
Player is slow walking when aiming instead of custom case