Initial commit
Fix shadow clipping on brand embedded in README
Add brand exports
Maplist update (arena_goldtooth_b2a → arena_goldtooth_rc1)
Update plugin description
Delay death marks for 2 seconds after point capture

This commit is a series of changes required to delay death marks
for a period directly after a point is captured. All death marks are
cleared instantly upon point capture, meaning that for two seconds, no
one can be marked for death by the point for any reason, even if they
are a member of the opposing team who recently stood on the point.

The death mark timing system is now fully handled by plugin timers, not
by in-game condition timers, as was done previously. This should cut
down on double-marks and other strange mark behavior considerably.

This also standardizes the naming convention of arrays of client
attributes, i.e. client_on_point, client_last_class, etc.
Version bump (1.0.0 → 1.1.0)
Upgrade LMS minicrits on kill to full crits on kill

Playtesting has shown that a minicrit boost for the Last Man Standing
does not provide enough of an incentive for the LMS to rush in and
finish the match, nor does it prove to be a challenge for the team that
outnumbers them.

Upgrading this boost to full critical hits has proven to be a much
better balance and makes the 1vAll showdown more interesting to play
and to watch.
Add tournament config examples
Add instructions for running A:R in tournaments or mixed-map pubs
Add sv_pausable to sample tournament configs
Make first point capture 2x as long

An unowned point will take twice as long to capture than an owned
point. This encourages a longer initial fight for the control point and
discourages accidental capturing.
Fix control point on-capture particle effects

This commit fixes a regression in which on-capture effects were
mistakenly fired at 0,0,0 instead of the location of each control point.
Experimental 5cp gameplay changes

This commit adds an untested 5cp playstyle. If a 5cp map is loaded, the
plugin will automatically choose a "mid" point to fight over, and two
"last" points that can be captured for an immediate round win.

Player spawn points are based around the chosen "mid" point, which functions
like a normal point in Arena: Respawn.
Further refinements on 5cp mode

A series of changes to make 5cp mode more consequence-based and less
random, including:

- Revert HUD elements to standard 5cp HUD.
- Both teams spawn at mid.
- The result of the midfight determines which team's second the next
  fight will take place at.
- Teams only scramble after capturing the opposing team's last.
- Make backcaps take longer.
- Disable First Blood in 5cp mode.
- Automatically set tf_caplinear to 0 in 5cp mode, but revert to 1 in
  any other mode.
- 30 second timer after a respawn capture resets the gamestate to the
  way it was at the start of the round, encouraging fast pushes.
- Hide models of the team_control_points not in play.