2,811 Commits over 1,918 Days - 0.06cph!
Spectate targets have a callback for target lost. Implemented the callback in a couple places
Fix the build!! And some other death cam stuff
Death cam shows an ally if it can't show killer and there are allies around. Doesn't let you change who you're viewing or handle the ally's death properly though - need to integrate with the full spectate cam I think.
Made sure game mode respawn times always long enough for the kill cam
Passing the shooter through in the health info on death so the camera can pan over to your killer
More work on death cam. Will need to send killer to client to get this fully working.
Working on an updated death cam
Revert test + allow building a client with dev flag but no steam.
Testing game mode supports adding bots. Removed some debug prints.
Fixing building info text not quite updating properly
Simplified some interfaces. Making an ICharacter interface was a mistake: If you want an ICharacter, you just want a Character anyway, or a more specific interface. But getting rid of ICharacter, some other interfaces have also be removed, since some only existed to prevent ambiguous references when two sub-interfaces wanted the same parameter.
Remove placeholder "players alive" from spectate UI
Fixed spectating not working nicely with game modes anymore
Removed unused method that nevertheless liked to throw NREs
Forgot to check in a change.
Game mode trigger changed for game mode. Uses a score limit.
Player spawns are no longer random
Removed a gang, moved doll spawns.
Mouse hidden on death screen
Some more temp fixes for NetworkUser references not being around.
Quick fix for overjoining, possible workaround for missing networkuser references.
game mode references networkentity
Fixed POI icons persisting.
Added some fx when interacting with safe
Prevent driving and exiting vehicles during the round ending screen
Safe message changes based on context