2,811 Commits over 1,918 Days - 0.06cph!
Fixed player label in HUD for clients.
decreased length for testing
Added some loot prefab for CNR game mode
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")
Mostly events work. Merge to Main.
Merge my branch into main
import texture settings reduced
Fix for Networking SpawnQueue fuckup
Added a quick label and NPCs
Remove the crime dependency for now.
Fixed wrong end game message
More fixes. Character now stores information about who killed them, also used in the prevcharacterinfo class.
Few more UI fixes, start and end message can now be customised per game mode.
Various little game mode UI fixes.
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
Fixed some UI errors etc.
Most of the game mode seems to be working.
Added basic game starting criteria
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.
Tidied stair and window glitches
Checking a lower tickrate