1,434 Commits over 153 Days - 0.39cph!
Added damage listeners, can react to damage taken/damage given (for UI, hit reactions, etc, networked)
Separate HUD from Player prefab - make that GO in the scene networked - should fix chat too
Fix conflicts
Cut down on a bunch of damage system code
Prevent reload if weapon ammo is full
New vitals UI, new UI font & theme (from ui-stash)
Make text bold again
Chat fixes + team chat
Put spectators on a team at round end
WIP try to avoid double-assigning weapons
Weapon info panel doesn't move the active weapon around
Bind slot4 and slot5 input actions
lobby_join cmd tries to find the lobby with highest players
Add temp worldspace voice chat
cleanup site decals + added question/exclamation
Set louie's map as startup
Spawns, block off half the map for testing
Fix hotloading SingletonComponents
Fix networking player respawning / team assignment
Knife is a 2 hit kill
M4 damage decreased
Upped pistol fire rate, decreased damage
Fixed footsteps sounding weird
Add chat from ui stash branch - hopefully this doesn't fuck anything else up
Extremely basic avatar displays for connected players
Add playerinfo hud showing HP
fixed garbage color values on decals
Some reorganizing of game rules
Added basic fly mode for louie
Some super basic effects on C4 plant / explode
Expose lobby id to AsyncGetLobbies
Get rid of player controller mechanics
Validate PlayerBoxCollider
Player doesn't depossess on death, fixed respawn issue
Player.RemoveWeapon()
PlantFunction for C4
Just removes when planted atm
prevent player hitting their own colliders
Project uses quick play launch mode, which should try to join a lobby automatically
Give the player an extra collider to handle player to player collisions