13,068 Commits over 2,769 Days - 0.20cph!
Have players actually join the gang they select in HH mode
Gang safe cash stats now show in UI. Removed local player code from the score trigger UI as well, since it's all on the server now so there's never a local player.
Telling gang safes to start empty instead of getting their standard starting items
Fixed round winner name sometimes being clipped
Fixed a bug with end of round overlay - it was actually only showing the winner on listen server. Now client is asking the server for the winner.
Character select now allows selection via arrow keys
Working on end trigger for new game mode
Countdown screen now shows real info
Removed the hard-coded "You're a cop btw"
Fix bugs and add keyboard shortcuts.
UI menu on a couple more screens
Actually got a menu system working nicely for the extra game mode screens. Removed GameMenuOpener. Instead, SimpleMenuNavigationController is a fairly basic UINavigationController subclass that allows opening a menu, and other UIViewControllers can subclass it if they want to also be able to open a menu and push/pop stuff. Works better than moving push/pop into the main UIManager because it still allows the whole stack to be cleanly cleared when the view changes.
Saving some partially-complete navigation stack work for posterity, but going to try something else
Removed the custom image from loading screen. Not much we can do with it really since the game mode prefab isn't loaded yet on the client when it's showing.
More functional Welcome screen that allows setting name, icon, and description per game mode
Fixing a network ordering bug that could cause the player to spawn without their proper held item. Also fix IsClientOrListenServer bug
Gang sign update. Gang buildings can enable/disable their signs depending on whether the game mode supports gangs.
Map icons for gang buildings, working also on listen server. Icons only show once a gang has a leader, since it always needs to be a person that owns a building.
Got sell zone visuals working on listen server, and made it possible to disable building sell zone generation. Have set sell zones off by default.
Menu nav doesn't need the fancy framerate setting it had
Working on Escape menu for game mode screens
Functional end-of-round overlay, and Countdown screen improvement
Don't need respawn hack anymore
Had a really weird bug. I'd run it once and it'd be fine, then again and lots of errors. Turned out that the IsRunning state on the GameModeTrigger was being saved between runs on the ScriptableObject. So I'd run it, the end trigger would be running, then I'd stop it. Then I'd run again, and IsRunning on the end trigger was still true, so it'd mess up. BUT IsRunning is a property... surely properties aren't usually serialized! Really weird but totally confirmed in testing.
Big complex merge into Main of my game mode flow stuff. Some slight weirdness - er, all vehicles explode immediately?
Better active player trigger checks that respect the Ready state.
Move HUD network stats out of the way
Got tigger UI working properly between rounds
Fix belt not showing on HUD on first spawn
Disable character select min time for now until it works better with everything else
Fix character select min show time
Force minimum show time for character select
Game Over screen no longer used
ItemManager instance fix. Stop client taking over the instance ref on listen server
Send selected character ID properly
Character selection working properly again. Getting around not being able to use arrays in RPCs here.
Assigning game mode character types
More work but still not compiling. I promise the next commit will compile