1,550 Commits over 214 Days - 0.30cph!
Refactor damage to pass around a damage event, only deconstruct into params over the network then reconstruct after (got plans for this)
Fixed bots not receiving spawn confirmation
New player marker style, shows weapons, HP, is smaller
Add recoil pattern stuff I made last year, but with less code, inline with control widget. Use serialized property instead of passing raw value around
https://files.facepunch.com/tony/1b0911b1/sbox-dev_9FO7pS311F.png
Move spread to the player, added DebugText
Unscrew default player movement
Acceleration / max acceleration can be tweaked globally
Add scoutzknivez map (wip)
Don't have decoys show up if they were thrown by a friendly
Decoy grenades mimic an enemy on the minimap
Move gravity into global, add BunnyHopping, EnableFallDamage
Don't hardcode for Attack1 for the lock, use configured input actions
Add planting bomb radio
Team chat will pass through map location
Adjust AttackingWhileDeployed logic to clear properly when switching a weapon while in the lock
Fixed jump not being IsLocallyControlled checked
Hitbox damage multiplier can be modified per-hitbox, expose this and armor reduction to global
map wip speculative theme pass
Spring cleaning folder structure
Remove a bunch of unused assets
Organize player code
Globals
Define max hp, max armor in code, fix some compiler warnings
When losing helmet, helmet gets detached off the player
Fix equipment holster NRE
Show dropped C4 on minimap when CTs spot it
decoy_grenade vfx updates
added @benobox 's new scorchmark
added small explosion on death state (needs audio)
Show planted c4 on the minimap when spotted, swap icon
Show enemy players on radar when seen (or recently seen)
In OnIsDeployedPropertyChanged don't update deploy state if OnStart hasn't been called yet (be nice to have a property on Component to know if this is the case, maybe we can expose _startCalled)
Hook up decoy_grenade_active to decoy, parent fx to the grenade
added decoy_grenade_active vfx
added vfx to decoy prefab
adjusted muzzle on usp-sd
Fixed some NREs in scope, crosshair properly gets rid of itself when aiming
Make sure to run base grenade stuff for decoy
Clean up developer menu code, don't need to find a player like this, we already have it
destroy HE grenade between rounds
knife and USP worldmodel scaled to mach citizen proportions
Replace unique logic for player minimap markers
Support bool setting entries, replace some url images with locally stored ones
Bit of map ui style changes
Draw radar/markers ontop of callouts
Make bombsite labels more clearly visible, fix sorting
Add minimap radar mode, used outside of scoreboard
minimap contrast adjustment
Drop shadow filter on the minimap image, add padding
another minimap update
https://files.facepunch.com/jason/1b0711b1/Photoshop_wMghYEDlGT.png
fixed player balance being small, updated map callouts ui style
Fixed map callouts panel clipping when scoreboard is open
Restyle minimap volumes with line mask
https://files.facepunch.com/tony/1b0711b1/sbox-dev_LdCdwRhjHK.png