1,550 Commits over 214 Days - 0.30cph!
Add proper is-me class to victim entry in KillFeed
Make default crosshair size not crazy big
Add ScoreAttribute, instead of manually defining on scoreboard, you can define score properties on any component on a PlayerState, can define format, order, ShowIf, this'll be good when we add gamemode-created components to PlayerState
Just use identity rot instead of trying to face hit dir
Much better spread + smoke extinguishes fire
HUD style adjustments, fixed inconsistent scoring title size
Moved muzzle attachment back for USP-S
Weapon adjustments, dropped M4 has proper collider size
Don't allow dry fire while reloading
Fire nodes... kind of better placeholder node effect
Some temp sounds - make not buyable again
Initial Molotov Grenade prefab stubs
Molotov references in prefabs + MolotovGrenade component stub with explode on collision
Setup equipment
Explode on impact properly. Fix a NRE in Crosshair
AoE (shit rn) only explode if we land on a relatively flat surface, otherwise bounce
Add AreaDamage component. Add Burn type damage. Take damage while in molotov AoE radius
Disable buy for Molotov Cocktail for now, I wanna add fire spread plus the particle effect is shit right now
Got rid of redundant / erroring sound action in c4_explosion
Fix NRE on C4 explosion death
Don't show team scores if there's no TeamScoring
Fix retakes round counter
Show round number / limit in scoreboard
Fix error when allocating weapons in retakes
ValidOrNullAttribute code golf
ValidOrNullAttribute
Random.FromListWeighted
RandomLoadoutAllocator
Player score history for round-based games
Team assigner auto balance modes
Retakes team balancing on round start
Add fire mode to ammo HUD
Implement b_deploy_skip, implement fire modes
Clear burst when holstering, reloading, set initial firemode when deploying view model
Use TagSet for RandomSpawnAssigner
Fix getting game mode description
AutoBombPlant component
Spawn point tags, stored by each Pawn
ActiveBombSiteSelector for retakes
First pass at Retakes
Fix defuse events in PlayerScore
Retakes fixes
Get rid of old team-specific loadout code
Retakes default loadouts
Condense round state display as well
Add HudOptions for gamemodes to customize the hud
KillFeed style adjustments
RoundStateDisplay style changes, omit player avatars when we have more than 10 players in-game
https://files.facepunch.com/tony/1b0311b1/sbox-dev_ep0QgB1StS.png
UI style adjustments, don't uppercase absolutely everything, kill feed more compact
Retakes: bombsite B spawns
TDM
layout changes - ignore test textures
Merge branch 'main' of sbox-hc1
Add TeamAssigner.TargetRatio
Make TeamSpawnAssigner.SpawnTags a TagSet
Add RespawnPlayers.ForceNew
Retakes: bombsite A spawns
Force upload bayonet prefab
Add dev commands to copy player pos / angle as a spawn point
https://files.facepunch.com/ziks/2024-07-03/sbox-dev_7p70uUaijR.mp4
Teams can define their own default equipment
Add knife (M9 bayonet variant)
Tweaked acceleration reduction when taking damage
Check if sound handle is valid
Scene might be null - store pawn in var
Body might be null, component list might be null
Only do CameraController.SetActive when we need to, fixes #149
Placeholder sounds for smokes - added ability for SoundEmitter to specify volume over time and also Destroy On Finish (def: true)
Added initial particle effect for simple smokes (CSGO style). Add option for fuse delay to enable a fuse effect prefab after some delay, we can add sounds here. Can also add a sound emitter for smoke release to smoke effect prefab
Fix minimap/bombsite labels
Move PlayerColor to PlayerState (Closes Facepunch/sbox-hc1#148)
Moved play area overlay panel so it's not in front of the crosshair
Cash grab can support 10v10
Fixed showing any old weapon as a marker
Demote spawn point error to a warning