312 Commits over 518 Days - 0.03cph!
Log activated move mechanic with debug
Don't activate ducker in air
Fix up ground slam, keep it in simulate
Find ents to damage with Entity.FindInSphere
Option to set type of break
Break boxes on ground slam
Ground slam effect and sounds
Air Dash, jump press shift
added ground slam, jump press control
use images instead of emojis for collectables hud
Fix coyote time, should fix super jump bug
Fixed being able to spam slide
fixed coyote time being incorrect
Fixed crouch jump spam causing higher jumps
Reset collectables after warmup
Don't allow player to restart time if have collectable
Fixed being able to carry collectables to next run
Tweak orbit camera a little bit to smooth out distance after a collision https://files.facepunch.com/layla/1b1211b1/sbox_0017.mp4
Fixed resetting timer each death
Anti cheat for noclipping
Remove player scale on collect and low health
log cleanup
Timer now displays correct time
Need all collectables to finish
Round timer
Map vote screen
Bye Bye FGD
Use [Display]
Fix up key pickups a bit
Reset pickups when timer resets
Can't double jump shortly after becoming ungrounded
Coyote time
Bit of cleanup
Course timer w/ elapsed time in top left hud
Fix annoying double jump w/ high ping
Reduced waiting timer + .addon update
Flag model
fgd
Forget base velocity for now
Move with rotating platforms
Button trigger
Test map
Dev materials
Assets
Carriable prop
Update test map
Press E to carry around and throw props
Coin collect particle
Glider pickup
hud update
Waiting brushent
Clean up assets
quicker spin on collectable
Adjusted collectable styling
Round Timer
Disable gliding for now
Player Use + cleanup
Allow mappers to place as many collectables as like
Scoreboard + new collectable hud
Remove low life indicator
Coins add to players score (crappy way of doing for now)
FGD update
Add RailPathEntity for rail sliding
Update test map
Find nearest point on rail path, slide it if close enough
Slide & RailSlide use new skid animation
Cleanup
Beam does 1 dmg per second
Laser knockback
Fix up post-damage invulnerability delay
Update local.platformer.fgd
Asset compile
Fix laser damage
Added decay platform
Added laser beam (does not deal damage yet)
Update PlatformerController.cs
Added temp laser beam particle
Updated test map
Slight controller adjustment
Start of rail slide mechanic