userBill Bcancel

13,151 Commits over 2,830 Days - 0.19cph!

6 Years Ago
Remove unused method
6 Years Ago
Oops, off by a factor of 10
6 Years Ago
6 Years Ago
Slightly more conservative value
6 Years Ago
Interpolator tweaks
6 Years Ago
Interpolation clock tweaks
6 Years Ago
Trying a way simpler VariableInterpolationClock implementation. Let's see how jittery it is on the real server.
6 Years Ago
Changed title screen text back to WiseGuys (from "Plan Z")
6 Years Ago
Event changes
6 Years Ago
Events work merge
6 Years Ago
Minor stuff
6 Years Ago
Events work, refactoring/cleanup
6 Years Ago
Make Client/Server separate work
6 Years Ago
Grab Bill's stuff
6 Years Ago
Merge in my events work
6 Years Ago
Crime events all working
6 Years Ago
Mostly events work. Merge to Main.
6 Years Ago
Crime events work
6 Years Ago
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
6 Years Ago
Fix some event bugs. Remove WeakEvent due to a couple of issues.
6 Years Ago
Fixin' bugs
6 Years Ago
Crime events for characters+ other tweaks
6 Years Ago
Merge the latest from Main into my branch
6 Years Ago
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
6 Years Ago
Merge my branch into main
6 Years Ago
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.
6 Years Ago
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
6 Years Ago
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
6 Years Ago
Finish off removing the hack on UI text. Make it work nicely with the new system.
6 Years Ago
Merge from Main
6 Years Ago
Trigger stop call
6 Years Ago
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
6 Years Ago
6 Years Ago
Minor fix
6 Years Ago
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.
6 Years Ago
Added comment
6 Years Ago
Fix for buildings with no units
6 Years Ago
More character event stuff
6 Years Ago
Fixed location event bugs
6 Years Ago
Events
6 Years Ago
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
6 Years Ago
Fix events
6 Years Ago
Moving character events around
6 Years Ago
Can get NumListeners from your weak ref event
6 Years Ago
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
6 Years Ago
Oops, removing my debug changes
6 Years Ago
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
6 Years Ago
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.
6 Years Ago
BigInfoText uses the new characters events
6 Years Ago
Merge in from Main