1,523 Commits over 153 Days - 0.41cph!
Add radio input bind to chat
Restrict noclip to editor only
Get rid of 1 second delay when the round decides a winner, not sure if this'll cause any problems but it's much less awkward
Fixed final round of the first half round count being wrong
Notify match point to all users
Show the winning round on scoreboard if your team can win
Crosshair update, lines, distance based on velocity, spread, recoil
Would help if I actually pushed the fix :thumbsup:
Add hidden radio sounds, play bomb defusing radio when CT tries to defuse bomb
Fixed planted c4 beep sound being missing
Added DefuseWinCondition, MaxRounds / 2 + 1
Basic weapon state persisting system for dropped weapons
Persist AmmoComponent for dropped weapons
Fixes #39
Switch weapons with mouse wheel
Fix NRE in RadioSounds if there's no sounds
Fix team radio sound chat message being sent to people on other team
Fixed GameOverview style with game setup that doesn't have many rounds
Synchronize TimeUntilCannotBuy
Add KillGameOnEnd rule to take everyone back to the menu when the game has ended
Added game rule for BuyZoneTime, so you can only buy for the first X seconds after a round starts
Add GameOverview, which shows blocks of all the rounds in a game and the half swap time (https://files.facepunch.com/tony/1b0211b1/sbox-dev_vY7imbfsCk.png)
Show a status text at the start of the last round of a half, informing players, fixed kill feed layout being screwed, start working on adding time remaining beep sounds
Show and warn users if they're trying to join an editor lobby
Remove unused stylesheet attributes
More accurate lobby name instead of this crap I did
More work on settings page
padding scss improvements
Show icon next to party members in scoreboard
No idea how this compiled, I assume it's renaming [Broadcast]'d params
Add settings menu, can tweak mixer volumes, added radio volume mixer, send radios to that channel
Buy menu background is less intense
Restructure menu a bit, added pause menu
Add radio spam prevention
Main menu improvements
Chat messages can pass tags through to messages
Add team radio sounds, press C to look for radio sounds, use slot buttons to nav
Save if we're searching or not in lobby list
Update main menu
Remove penetration for now, keep ricochet
Weapon functions cleanup
AimRay doesn't need this offset, should fix shooting through some walls
Add velocity-based weapon spread, code cleanup for shoot function
Hook in damage falloff
Up the player's acceleration and friction to make movement feel less floaty
Menu is the default scene
Add deployment listener for weapon - recoil func can use that to cancel reloading when holstered. Cache Weapon for funcs in awake.
Use id again here makes no difference - remote player just cant seem to find door sounds either way
It could be that the resource or SoundHandle isn't valid here (version mismatch?)
Don't play deploy effects if we're creating the view model because we're spectating
Changes to how initial state is handled on player spawn (better this way for now to avoid x2 RPCs after initial player network spawn). Fix bots floating in the air.
If weapon becomes undeployed while reloading, cancel reloading
First main menu iteration, can display lobbies and join them, or create them
Scene Mesh to Hammer progress
Remove dev model from game
Add line of sight to explosions so we don't explode behind walls
he_grenade final low poly and basic textures
Don't tint team icons for buy zones on minimap
We are spectating when we die
Use new team logos & banners
New team colors
Fix missing scss error - some cleanup... make IsSpecating a property on PlayerController instead of checking for life state dead, set it to false when respawning. I think this'll fix stuck in spectating mode (hunch). Right now Sync var state is usually sent after RPCs, I have a PR to queue RPCs to be sent at end of network tick so state should always be up to date when RPCs are received but its WIP