1,632 Commits over 214 Days - 0.32cph!
Hook in correct minimap path
Updated composite minimap visuals
Fixed camera logic in multiplayer
Apply it to some other volumes too
Consolidate options in one place
Add "Toggle Volume Visibility" Menu option in the editor
flashbang and decoy updated in game resource
flashbang and decoy model implementation
Update sbproj with DedicatedServerStartupScene
refinery updates
more work on bombsite A
More autumn cleaning
Removed Conquest / Vehicles - cool for hack week but not sure it fits the gamemode
Remove PlayerCameraOverrides, it's bullshit
Solve main menu equipment visibility
This code still sucks
Fixes - de_refinery compile day time!!!!!
updated refinery scene
tweaked cubemap values for night
Prevent NRE from playing delayed reload sound
Prevent NRE in PlayerPawn DamageTakenEvent handler
We can network component references automatically now, don't need this
Tweak position of usp muzzle points
Fallback to random SpawnPoint if none match, prevents possible out of range lookup
Sync viewmodel deploy skip: Play anim on unholstering, not when swapping between pawns etc
If we attempt to possess a pawn without a PlayerState, fallback to using local
Fix suicide not working with bots
Reverse layout of chatbox so input hints stay at the bottom
Fix USP/s viewmodel missing bodygroups
Bring back player body and gun shadows, fix floating equipment shadows
Move to separate input config
Use LFS for .vpk's, migrate existing vpks to LFS
RMR toggles gasblock, fixed some logic to make this work
Add FPS mode, so you can see what the weapon looks like from first-person
Reset jiggle state when we swap from first-person to third, add toggle button to gunsmith, adjust angles
Disable arms now that gunsmith weapons just use the pure view model prefab
Fix Molotov not spawning fire nodes. When a node is extinguished, give some time for its particle emitters to die nicely. Add new fire effects stolen and tweaked from Walker.
Gunsmith: Allow part selection instead of random from list, wip ui
https://files.facepunch.com/tony/1b0211b1/sbox-dev_nh4ovVRO4A.mp4
Resetting bodygroup only applies to effected bodygroups
Add another optic, underbarrel configuration for M4
Support bodygroup attachments, add EligibleEquipment, IsUniversal
Right click to clear, edit jiggle bones to have configurable angular limits
Implement attachment point UI, button press selects a random eligible attachment
Gunsmith: display weapon from data
Configure a couple of attachment points, create prefabs for charms, fix FP charm vmat
Gunsmith: Camera controls, add charm resources
Start pushing some stubs / general data prep for the gunsmith
Add @RickGreeve's beautiful new incendiary grenade
Update gitignore, package references