1,633 Commits over 214 Days - 0.32cph!
final 9mm casing tweaks
hopefully
Just use Property for PlayerBody.Player, instead of fetching OnStart
9mm_casing prefab adjustment
Equipment renderer adjustments
Don't destroy playerstate when orphaning. When connecting, look for a candidate playerstate that matches our SteamId and is unowned, so we can re-claim it
I don't think we need this stuff
Fix NRE when shooting
Better logic for player marker vis
Removed a bunch of code we don't need on the Drone anymore
Cleanup, removed unused stuff
Use PlayerPawn in BuyMenu, not PlayerState
Support Buy Menu items again
Kill bots playerstates as well as their pawn
Vitals UI works for any pawn
When possessing a pawn, set its PlayerState
Can deploy drone by using left mouse button, removed dev menu debug for it
Chat system also uses player states, for now if we have a pawn, check zone that way. Needs a rethink, because we'll want to grab zones from possessed pawns, like the drone.
Voice is on PlayerState, Kill Feed, Voice panel all use PlayerState
Moved PlayerScore to PlayerState, scoreboard uses PlayerStates instead of relying on an active Pawn
Work in progress Pawn refactor
Start some cleanup
valid check FlashbangEffect OnDestroy
tdm map
Further adjustments to the layout and design
Merge branch 'main' of sbox-hc1
Use proper 0-1 input for move_bob instead of 0-100
added 12g shell eject for Spaghelli
needs work still
Add some missing game setup components to fps_testing scene
Reduce gap between chat entries
added 556 casing eject for M4
flashbang explosion addition and setup
added 9mm casings to USP/SD/MP5
added ejectionport component so we can spawn shell casings and gases
Add hc1_hide_flashbang_overlay
Don't need move_groundspeed here
Ignore case where bullet trace distance would be zero (?)
Forget about the extra ironsights parameter, we're getting rid of it, push irons forward for USP (preference)
No need for manual offset for USP
Set up move_bob parameter
Removed annoying sprint footsteps, use regular footsteps but more range
weapon view punch adjustments
added @benobox 's flashbang burn screenfx
If value is already IPingReceiver we don't need to search the hierarchy
It's possible for Components to be null if a Component is no longer valid (GameObject = null)
Only the host should handle trigger enter logic in Extractionpoint
Pass in IPingReceiver id if exists into Ping RPC - check if passed target value is valid in setter
Fixed anarchist team colour being too dark
New cash point spots and extracts
Fix minimap renderer nre in editor
Add slight jigglebone to mounted primary weapons
Fix possible marker NRE
Fix EquipmentOverlay NRE
Fixed CameraController NRE
Crosshair NRE fixes
Possible ViewModel NRE fix