1,633 Commits over 214 Days - 0.32cph!
Don't allow sprinting unless you're moving
Added screen shake effect when near an explosion from a HE grenade with same falloff applied to damage for intensity
Fix merge conflict in player prefab
Add basic sprinting implementation
Use libevents for damage / kill events
Add facepunch.libevents library
Use libevents for damage / kill events
Use libevents for damage / kill events
Added damage overlay to the HUD, will scale up based on how low your HP is - if your HP is low enough, will start pulsing
Use libevents for damage / kill events
Use libevents for damage / kill events
Revert "Don't re-enable the camera every single frame" - players becoming invis, gonna fix this properly in a sec
ui: Make dead players more distinct in PlayerAvatar
Don't re-enable the camera every single frame
Voice chat filter sends to spectators
Fixed base bullet spread not being hooked in
Swap scores around on team swap
Upped min player count for competitive, max rounds up to 30
Show gamemode title in scoreboard
Add separate 5v5 defuse gamemode for competitive rules, other one is just casual 10v10
Add damage taken post processing
Punish players for crouching too much
Turn occlusion for door sounds, door itself doesn't block sounds
Cap team sizes for defuse to 5
Track original owner of weapon, show it in the weapon row
Expose falloff curve for explosion damage
Add facepunch.libevents library
Use libevents for damage / kill events
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