13,151 Commits over 2,830 Days - 0.19cph!
Refactored the respawning system for game modes. Respawn wait and death screen messages are now supported in the base class, instead of relying on each game mode to implement them correctly on its own.
Zombies stop attacking correctly when their target dies
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
Fixed an obscure bug that was causing double-up NetworkEntityGroupSubscriber BeginSubscribing attempts if a user disconnected and that disconnection ended the game round, and then they reconnected:
- User disconnected and their character was unsubscribed on disconnect.
- Round end was also triggered.
- Round end killed their character, causing a re-sub to their NetworkUser (networkuser takes over as the sub when there's no character, but this should only happen when they're connected).
- When they reconnect, the OnUserReady tried to sub the NetworkUser again.
Fixed by skipping the re-sub if the user is disconnected.
Not a fix, just adding some comments
Don't count disconnected players in z game mode
Fixed bug where quitting a game mode with score UI and joining one without score UI would leave the score showing from the previous mode.
Better version of the previous
Don't give capture points when player is dead or disconnected!
Setting character type interaction levels
Stopped zombies being able to loot. Made interaction options for character types a little more nuanced.
Added game mode option to not drop loot on death.
Fix ADS not working when not running but with sprint still on.
Fixed flickering plane passengers
Made bots deathmatch by default if they're not in a game mode they have a special case for. Can be useful for testing things with death/respawn. Fixed AI character targeting being able to target itself. Changed spectator to look straight down with no target.
Fixed spectator target changes not working. Target doesn't need to be known by the server at all - made it all client-side.
+ spelling mistake fix.
Separate testing script for testing game mode
Added crown icon to KotH building on the map
Fix NRE when on motor when clients connect by adjusting init order
Prevent issues with character destroy on quit.
Get cops putting their guns away like they should
Bot punches properly now. Need to test cops.
Fixed the bot AI warnings. Just gotta work out why they don't punch.
Fix issues with round state transitions + GUI
Better updating system for WiseGuysTools game mode list. Instant with good performance.
Just renaming mostly. Also removed unused blimp meta.
Added a new time-based end game trigger timer. Can be useful for testing.
Fixed NPC weapon selection some more. Cops put their weapon away and keep walking around when they finish shooting a target, and out-of-ammo is handled (although currently NPCs get infinite ammo anyway).
Partial work on getting crimes/cops working again for Bill
Fix errors when firing guns with no CrimeManager in the scene.
Some quality-of-life options added for game modes. Select specific belt slots, or always run.
New King of the Hill class selection basics
Remove stuff that was in just for the test branch
Different sort of scoring for KotH
Allow turning bootstrap on and off in WiseGuysTools
Subtractive merge as commit #4571 broke things when >1 client connected to the server.
KotH mode work, getting some necessary data over to clients. Added KotH map to builds.
Cleaned up separate client/server issues
KotH mode actually works - scores working, win condition set. Added extra KotH building texture.
Better score system and UI
Info test for game modes.
Game mode client/server better differentiated, and working on KotH capture states.