13,151 Commits over 2,830 Days - 0.19cph!
Oops, off by a factor of 10
Slightly more conservative value
Interpolation clock tweaks
Trying a way simpler VariableInterpolationClock implementation. Let's see how jittery it is on the real server.
Changed title screen text back to WiseGuys (from "Plan Z")
Events work, refactoring/cleanup
Make Client/Server separate work
Mostly events work. Merge to Main.
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
Fix some event bugs. Remove WeakEvent due to a couple of issues.
Crime events for characters+ other tweaks
Merge the latest from Main into my branch
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
Merge my branch into main
Major overhaul where I try to clean up some singletons, especially NetSCSingleton and MonoSCSingleton which were trying to be singletons and also handle the fact that listen servers would have two copies - one for the server side, and one for the client. I've now managed to remove those classes entirely. All shared managers etc that are per-level, like CharacterManager and ItemManager, instead of being singletons, are now referenced via the NetworkPeer object in the same way that NetworkUserManager etc are (though note they may not exist right away when NetworkPeer is created). Thus a lot of server/client checking code has been removed and replaced with simple NetworkPeer or NetworkClient/NetworkServer references.
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
Finish off removing the hack on UI text. Make it work nicely with the new system.
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.
Fix for buildings with no units
More character event stuff
Fixed location event bugs
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
Moving character events around
Can get NumListeners from your weak ref event
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
Oops, removing my debug changes
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
Use the dll interpolator class in the main project. No need to have two instances of the same thing - they'd already got slightly out of sync.
BigInfoText uses the new characters events