785 Commits over 730 Days - 0.04cph!
Fixed heavy walking sounds
Just position crosshair at screen center instead of funny business
Fix deployable hud labels having bg. Fixed claymore mine laser
Reload indicator with help from css guru @xezno
Typo
Add return button, when in-game use neutral colors because cant access actual team yet
Fixed create game modal not using game filter
Create a menu scene panel and add hovering player
Tweak rotation on the menu - trail particles a bit odd
Tweak menu style a bit for now
Remove ActivePage and just use FrontPage, update it
Loading panel style tweaks
Backdrop filter
Remove settings in-game + set random seed so team color is different
Use different seed
Oops need to add menu resources
Add Game.InGame for buildhash so updates immediately
Interpolate post processing effects. Add PP for stealth
Lower grav on sticky proj
Play sound when picking up ammo and increase fade distance
Added Suicide (hold) button for switching class mid-life. Can do this once every 30 seconds. Fixes #66
Upgrade Hud clarity changes
Add test menu. Increase max sp[eed of all loadouts. Add special destroyer explosion sound. All bouncing projectiles use bounce sounds,. Remove melee functionality for now.
Light Turrets don't require power (engineer buff). Fixed Damage vs Heavy upgrade not actually working. Fixes #65
Increased dB scale of explosion sound (replace this sound later it sucks.) Boomer inherits velocity more. Barage, Cluster and Boomer all have increased projectile speeds. Fixes #67
Change ammo icon pulse speed and HUD offset
Add test generator destroyed sound
Remove test sound
Actually throw the flag instead of dropping it and use view angles. Fixes #76
Engineer generator repair rate is 5x faster. Fixes #72
Generator auto-repair timer reduced by half. Fixes #71
Added ammo pickup system. When players die they drop a percentage of the weapons ammo as a pickup.
When showing generator under attack use infinity for MinMaxDistanceAlpha
When a generator is attacked, periodically show that team a notification and update its UI icon to pulse and change icon. Fixes #73
Update all obsoletes and run a trace to ensure dropped flag doesn't clip through anything
Make the award UI far less obnoxious and fit a little better with the general UI
Fix vertical position of Station List
Fix alignment of Station Hud markers
Smaller flag indicator
When flag is carried by a player, put it higher up so it doesn't obscure them as much. Make flag hit playerclip, solid, world when falling
Reset death count on match end, fixes #62
Half the damage of the Longshot, headshot will do 700, anywhere else 350
Added a system where loadouts can determine availability in % based on players on the server. Players can't select a loadout if there's too many people with it. Fixes #63
Added proper binds for Melee, Spot, Drop, and Ability
Only add RoundScore is RootPanel is valid (something else must be up here...)
Safety checks for ToastList instance
Don't make newly joining players a spectator :sob:
RespawnScreen safety
Respawn player properly on join in PlayRound
GiveLoadout<T> initializes the loadout properly
Remove pending open mode
Only update team classes if the root panel has been created
Check if Station Screen instance is null for RPCs it may have not been created yet
Check if Post Processing has been created in frame event first - it seems this can be called before ClientSpawn
Fix potential NRE when opening Station Screen
Launch config, fix assert in OnNewModel when re-loading an animgraph from disk
Set LastSkiPosition
Replace .addon
Added stats for Tokens Earned, Kills, Flags Captured, Flags Returned, Total Ski Distance
Fixed animated legs (keep additional bones)
Prevent pickup flag for 1s after drop. Victory screen tweaks.
Pulsar will do 25% less damage to its owner - ez speed boost
Add Accuracy to Turret Asset. Various UI fixes.
Fixed all the materials finally (thanks Louie!!!)
Razor changes for IDE, untrack csproj
Recompile materials maybe that'll help... remove +iv_ from tips
Use @ChildContent because it should be
Fixed resource list, use ChildContent, refs broken atm
Added missing animgraphs for all weps
Add EntityReference test class
Don't re-create the entire hud every fullupdate. Fix outposts duplicating on a fullupdate. Fixed legs not deleting on a fullupdate.
Recompile mats and models (fixes constant compile)
Added point scale options
Use sceneobjects because its much much faster + dist to line
Added cube option
Cleanup