13,122 Commits over 2,800 Days - 0.20cph!
Safes spawn in weapon pickup buildings. Modified building free space finder to not need units
Working on weapon pickups, signs, stuff
Added small and large empty lots to act as starting points for race mode. Added missing map icon for road ends as well.
Remove/comment game mode list on networklevels as it's currently unused
Mark special lot types more clearly. + Initial start to race game mode itself.
New race checkpoint building and sign + racetrack edits
Tweaking things. Increased car top speed a bit
Road corner still had apocalypse trash on. Disabled.
Racetrack level work + merge from Main
Only show the spectator switch info when there's actually someone else to switch to
Racetrack map initial commit
Merge from Main into race mode branch
Remove game mode colour curves setting since it's no longer used.
Reduce max show killer time a bit
New 99 bots game mode for testing
Bugfix for setting building unit owner
When building unit owner is set, if the user entity hasn't come through yet, register and wait for it, then set it when it comes through.
Just a little proof-of-concept. Tell the client when we've finished initial sync of global and nearby NetworkEntities, to allow for cross-referencing between them without a chance of some not yet being there. Anything on the client could register to BaseNetworkMessageType.InitialSyncComplete to get the message.
Added support for tem emblems in the HUD. Added to some game modes.
Increase times a little for death cam
Merging death cam and spectator branch back into main
Fixed character label text colours while you don't have a character
Arguably better solution for spectate overlay UI
Some UI stuff, but not very happy with this solution.
Work on adding UI stuff. Not complete.
Fix ordering issues when starting to spectate
Fix death cam not stopping properly on respawn
If a player respawns while we're in vantage point mode, automatically retarget to them
Death cam work. This is more of a spectating overhaul that'll make spectating work better, and let the death cam and spectator share its code. May even be able to remove the whole spectator character type as most code is ported to the camera itself.
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