1,633 Commits over 214 Days - 0.32cph!
More scoreboard style tweaks
Actually set IsDefused to true
Notify OnBombDefused listeners
RoundTimer component doesn't exist now
Add trigger collider to C4
Make PlayerController.IsFrozen host controlled, use for planting
PlayerInventory.HasDefuseKit
WIP move IUse to host, bomb defusing
Slimmer padding on scoreboard
Basic scoreboard, PlayerScore component
Don't give default equipment weapon if we already have weapon in same slot
Host controlled weapon drops and pickups
When the round ends destroy all dropped weapon objects
Use pressed not down, increase use distance from 50 to 72
Doors: Adjustable pivot, angle, speed, curve, opens away from player, plays sounds, etc.. Probably doesn't network properly
Make round status slimmer, hide health on enemy players
Tighten up player info UI
New round state UI, might be too bulky
Fixed hiding timer on bomb plant
Refactor game status / timer display
Change ct buyzone color to match
Ultrawide canvas
Tweak vitals for consistency, increase effective safe area size
Resize input hints & text for consistency
Buyzone prefab + map progress
Add buyzones, buy anywhere setting
Basic placeholder team icons
actual formatting in .editorconfig
BombDefusalScenario, round end conditions
Drop current in slot when acquiring new weapon
Resume / take control over game loop when we become the host.
Fix USP vm casting shadows. New way of doing weapon changing networked. Add Weapon.OnDeploy, Weapon.OnHolstered.
Fixed collider size on dropped weapons
Add IUse, can pick up weapons off the ground
Bomb listener interfaces, explosion does damage
Apply force where the player's aiming when dropping
Can drop weapons (not melee), can't pick up yet
Can right mouse to knife as well
A little safety for calling ResumeGame() mutliple times
Upped the hearing range for the c4 beeps
Make game loop into a resumable state machine
make knife/c4 unpurchaseable
Remove BuyMenu hint from Vitals, since we got one on the Balance panel
Team obscured outline effect
Pause Game Start dev command
PlayerInventory.CanTakeWeapon(WeaponData)
Limit to one per slot (except grenades)
SpecialWeaponAllocator, use to give bomb to one player on T side
Slot property in WeaponData
Fix weapon references in bomb_defusal game mode
Bomb sites specify explosion damage range
So it can be tuned per map
Use bomb defuse gamemode in de_garry
Zone component, used by bombsite