244,564 Commits over 3,898 Days - 2.61cph!
Reduce F15 flyby volume by 45%
forgot the shotgun adjustments
more rebalancing
grenades aren't OP anymore
movement speed penalties reduced per weapon
added first pass roofing asphalt mat for Radtown use.
Finally fix building blocked guides not showing in standalone builds
- find the largest volume before PreProcess destroys the heirarchy
Merge from main -> qol_building_blocked_visual
Hammer: Option for placing objects using bounds bottom as origin for when you want to disable it
Updated large medkit description to include the 100% chance of recovery from wounded state
radtown gate bug fixes, collision, lods
Structures folder, converting to MeshLOD, Removing some Material Setup components
merge from samsite_togglemode
Can't believe this happened again
Don't shrink chatbox items
Toast draws over nametags
Start hooking up smoke grenade (just need effect). Implement IsPurchasable on WeaponData. Smoke grenade is not purchasable right now
Removed some gumf and re-enabled range check
Ditto
Expose headshot multiplier for design
Fix autoplant obscuring other use key interactions
Network TimeSinceDefuseStart - fixes progress bar on defusing
Basic defuse wire visuals, sync defuse progress bars properly
Work In Progress - Added features, UI layout, general code changes
Added Denoising, improved code generally, UI changes.
Add sounds to the buy menu when buying stuff
Scale equipment icons down inside buy menu
Display defuse kit icon in bottom right if player has one in inventory
Props folder, second pass converting to MeshLOD
Gotta do auto-crouch when planting this way because tags aren't networked like that (so only host would auto crouch when planting) - use the tag "planting" on the weapon because that is bound to IsPlanting (host synchronized var)
Fix a connection crash when planting bomb because can't [Sync] a component (needs better handling at s&box level)
Speed penalty only applies to walking
Scale playerrole so it sits in line with other elements
Add Weapon.SpeedPenalty, hook it into movement
Fix door sounds - host plays sounds via RPC
Make players crouch while planting
Make equipment overlay show again
Implement score for defuser, defusing team, and planting team (but not planter yet)
Autoswitch to bomb when pressing use inside a bombsite
When you throw a grenade, try to switch to weapons in the following order: Primary, Secondary, etc instead of just switching to (usually) the knife
Tweaked the new input behaviour
- no power -> switch to the mode set manually
- powered -> swith to the other mode
https://files.facepunch.com/Flavien/a6t5qI8rzoaSdQzP.mp4
Also renamed both modes for clarity:
'Enable Defender Mode' -> 'Defender Mode'
'Disable Defender Mode' -> 'Target All'
Different toast types for team wins
Use GiveCash with negative value instead of set Balance directly (dunno how this worked as setter is private?!)
Force on explosions. Fix networking issues with grenades - properly remove grenade (on host) after throw. Only update explosion logic on host then broadcast explode
Correctly hide the progress bar when unlock minigame finishes successfully
Show deaths from bomb on killfeed
Update defuse kit owned status correctly
Update vitals on life state change
Center scoreboard correctly
Added ItemModForceWearFromBelt, added it to prisoner hood.
Prisoner hood is now force worn when added to a handcuffed player's belt bar.