1,079 Commits over 1,095 Days - 0.04cph!
Switched out my custom highlight code for Garry's one. Got rid of more unused stuff.
Get the tracer material back
Removing a bunch of unused project assets
Show something even when there are no winners at end of round
Get network_entity_cache RPC checks working again by checking all assemblies. This is a bit of a hack fix though: Apparently there are over 150 assemblies in our project... would be much faster if we can just get the user script ones
As far as I can tell, comparison with 'null' is coming out with the same results as comparison with '(object)null'. Tentatively changing the three lines in NetworkEntity.RPC, to get rid of those last three warnings.
Fix issue with initial join player spawn order
Simplify the scene name thing
Automatically fill in scene name in NetworkLevel
Read only attributes support scripts
Revert accidental 99 Bots mode change
Got scene Points Of Interest working again. Added WiseguysLevel to my test map.
Fix round start ordering issue.
Better solution for the same thing
Send a full character state when group or group subscribers change. Fixes state not getting fully sent to new connections
State diff was getting processed twice unnecessarily
Character kept nagging about "Facepunch.Bass.Serialization.Serializer<GameData.CharacterState>' is obsolete: `Don't bother using this any more'", so I've removed it and converted the state sends to use the newer system.
Rename team balancing. Make it clearer that is does NOT rebalance automatically in all cases, e.g. When imbalance happens due to player disconnections.
Added server-side verification for client character selections
Bots now respect auto-balancing team selections
Team deathmatch doesn't need the fancy character selection anymore
Added automatic team balancing option on the character selection screen. Will need to also validate this server-side
Fixed false cleanup errors when stopping the server in editor.
Refactored belt input a bit, added mouse wheel support - can now scroll mouse wheel to select belt slots.
Fixed spectating not checking allies correctly. Fixed up ally checks in general
Merge the destroy order fix into Main. Everything seems to be working OK. I did find remaining a nasty bug where things don't get cleaned up properly when the player quits a game, but it turns out that's actually been a bug for a while. I'll fix that next.
Trying to only call OnPostDeserialize on NetworkEntityBehaviours when the mask matches them. Seems to work OK in basic testing.
Merge team deathmatch changes
Merge TeamDeathmatch work into Main
- Fix stack overflow on UINavigationController when dying while scoreboard is showing
- Remove unnecessary debug prints I added earlier
Fixed bots breaking the scoreboard
Fixing some bugs with PlayerBelt, mostly UI related
Fixed up ActiveItemController. It doesn't even need to be a NetworkEntityBehaviour anymore.
Update other AI as well and remove debug info
AI fix for cops trying to get to places in the air and getting frozen.
Merge persistent game mode restructuring into Main.
Fix UI map position at different aspect ratios
Making sure all game mode virtual methods are commented