1,523 Commits over 153 Days - 0.41cph!
Always reset body, disable ragdoll when invisible for real
Try to style the dropdown options
Clear gamemode path when exiting playmode
Adjust crosshair scaling again
Crosshair scales are more accurate now
Gamemode selection when hosting
Maps can include multiple GameMode obejcts, lobby creation page lists them
Started on deathmatch game mode
WIP TDM
Deathmatch spawn points
Duration option in ShowToast
TDM game rules
Update bomb_defusal components
Fix NRE when melee attacking someone due to hitbox being null
Fixed melee damage NRE
Messing around with markers again
Some UI NRE fixes (in cases when a player just joined and UI tries to use GameUtils.LocalPlayer before it exists)
Better weapon Deploy/Holster logic + use IDeploymentListener to set current weapon avoid Components.GetAll being used A LOT
Some fixes + swap all instances of using Query=true with a change callback attribute
For damage, pass hitbox tags instead of passing isHeadshot
Show infinity instead of nothing for ammo
Fixed not being able to buy at game start, pre-round start
View bob is a range from 0 to 100 instead of 0 to 1
Add viewbob client setting
Add support for ladder movement
Fixed friction not prioritizing air first
Add HealthComponent.IsGodMode
Use @JasonO3D's blood splatters
Blood splatters on walls from gunshot wounds
Bit of cleaning
Custom Grenade marker
Add marker panel more reliably
Fixed crosshair friendly trace including the wrong tags
Rework marker system, don't iterate through all marker objects every frame, handle lifetime properly
Expose separate friction and acceleration values for crouch, slow walk, etc
Add hc1_debug_units, to see speed in units
Fixed weapon shoot traces including the player's collider.. this'll fix headshots
Upped player movement speed, adjusted friction/accel
Get rid of "Status" category on radios, since it's done through the game loop automatically now
Scrap that, this is better logic that supports TKs
Don't play enemy left sounds if it's a TK
Integrate death sounds, two/one enemy left sounds played to killing team
Recoil compliments spread now
Can cancel cook
Adjust some throw code
If grenade is holstered and state is not thrown, set state to idle
Throw grenades owned by thrower - do damage on host
Thrown grenades don't collide with players for now - they can be pushed through the ground if you stand on them
Expose cook time properly
Crosshair velocity scale increased
Anarchists team colour adjusted to be less intense
If guid is empty for connection don't print left the game log (make a note to investigate why)
Add drop on disconnect for C4. Add WeaponData.DropOnDisconnect set it to true for C4
Don't pickup weapons if we're not alive yet
Add TimeSinceLastRespawn for player and use that as well to determine if weapon can be auto picked up
Crosshair detect friendlies, show cross