1,550 Commits over 214 Days - 0.30cph!
Expose falloff curve for explosion damage
Fix headshot effects originating from the attacking player instead of the victim
EquipmentDropper can drop everything that isn't melee, and isn't part of the default loadout
map updates - mid rework
added extra deathmatch spawns
No fall damage if noclipping
Restyled developer menu to categorize properly
Don't use blur on pause menu
Add drop shadow to crosshair elements, add game settings for dynamic crosshair, crosshair dot
Expose crosshair distance, length params
basic color editing for crosshair
Unsubscribe from OnTeamChanged in PlayerId.OnDestroy
Added dev command that'll drop the player's audio listener until they hit the button again, good for testing footsteps - adjusted soundscape volume
Expose ability to update footstep range globally, turn off occlusion on them
Add a priority of 10 to ChangeAttribute. Change logic will be done before Sync Var logic, ensures we can get the old value properly. This should fix recursion in change callback.
Bomb plant radio originates from the correct player
Add some debug logs to track down this player marker shit
Wrap SendSpawnConfirmation call in !IsProxy check so we every player doesn't confirm it
Protect against NREs in a couple of places
Fix NRE spam when hud is disabled
Fix outline visibility rules
Revert scope changes, shouldn't crash now
Add toggle viewmodel dev command
Fallback to team color when PlayerColors.Instance isn't present for now
Unique player colours, shown on radar, nameplates, and outline
This is why death sounds were playing on inverted teams
Tentative fix for player marks not showing up
Replace zoom sound with something that isn't played in 2d, across the whole map
Try to update the round state team properly when the team changes, but doesn't change count
Order weapons in player marker panel
Bit of protection in scoped weapon
Calculate eye height in a way that works for non-local clients, reduced anim weight significantly
Validate CurrentWeapon just in case
Add PickupResult, allow picking up several grenades (one of each type for now)
Group weapons by slot, so grenades are in the same row
Don't apply damage multipliers to melee damage
Round up player marker health
industrial lightmap update