1,443 Commits over 153 Days - 0.39cph!
Add PlayerLoadout, for persisting loadout choices through lives, defuse kit is there by default
Callouts are fine to have enabled, but they need to be static colliders
disabled callouts for now
de_refinery map updates
catwalk updates + bake
tdm map
Merge branch 'main' of sbox-hc1
final 9mm casing tweaks
hopefully
9mm_casing prefab adjustment
Start some cleanup
valid check FlashbangEffect OnDestroy
tdm map
Further adjustments to the layout and design
Merge branch 'main' of sbox-hc1
Use proper 0-1 input for move_bob instead of 0-100
added 12g shell eject for Spaghelli
needs work still
Add some missing game setup components to fps_testing scene
Reduce gap between chat entries
added 556 casing eject for M4
flashbang explosion addition and setup
added 9mm casings to USP/SD/MP5
added ejectionport component so we can spawn shell casings and gases
Add hc1_hide_flashbang_overlay
Don't need move_groundspeed here
Ignore case where bullet trace distance would be zero (?)
Forget about the extra ironsights parameter, we're getting rid of it, push irons forward for USP (preference)
No need for manual offset for USP
Set up move_bob parameter
Removed annoying sprint footsteps, use regular footsteps but more range
weapon view punch adjustments
added @benobox 's flashbang burn screenfx
If value is already IPingReceiver we don't need to search the hierarchy
It's possible for Components to be null if a Component is no longer valid (GameObject = null)
Only the host should handle trigger enter logic in Extractionpoint
Pass in IPingReceiver id if exists into Ping RPC - check if passed target value is valid in setter
Fixed anarchist team colour being too dark
New cash point spots and extracts
Fix minimap renderer nre in editor
Add slight jigglebone to mounted primary weapons
Fix possible marker NRE
Fix EquipmentOverlay NRE
Fixed CameraController NRE
Crosshair NRE fixes
Possible ViewModel NRE fix
HostSync Equipment.OwnerId
Don't assign default life state
No need to have multiple screen panels here
Revert changes to body visibility, was causing too many issues - need to rethink it
Initial flashbang prefabs
Flashbang Effect component stub
Basic overlay + bloom effect
Extra effects
Dsp (use weird.4 for now?)
Only apply flashbang effects if we see the flashbang
Sound effect
Explode sound
Fix resume of flashbang effect
Add freeze frame overlay to flashbang
Capsule flashbang collider
Merge pull request #128 from Facepunch/flashbang
Flashbang
reduce jump power from 320 to 290
use Color32 instead of Color for team colors