1,079 Commits over 1,095 Days - 0.04cph!
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
Merge: 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.
Clearing crimes correctly after a criminal dies
NPCs/bots so bad at handling punch/recoil, I've turned it back off for them.
Give NPCs and bots the same view punch + recoil us humans have to deal with
Fixed some issues with criminal character assignment
Oops, didn't mean to commit my KotH score change
Set a server framerate cap of 120, to avoid bugs like the one we had in the future. Max SetDirty sends per second for each object will equal the server FPS cap
Handle the fact that server doesn't actually serialize if there's no-one connected. Stop it trying to SetDirty all the time in that situation. +bugfix
Fix the NetworkGameMode score hack with a different hack that won't generate tons of data. It was thinking that the score changed every update tick
Let convar set target fps on server, for testing
Networking issue: Trying a framerate limit
Networking issue: KotH map blank
Zombie groans return. All character types can now have custom prefabs if they like
Networking issue: More testing again
Networking issue: More testing
Networking issue: Remove KotH serialization for testing.
Networking issue: More/different stats
Punch: Update current before target
Better, simpler, framerate-independent eye view punch
Allow setting target framerates more easily. Fix the way VSync was set.
Reduce weapon recoil a little
Removed NPCs from default game mode
Network issue testing: Adding some additional diagnostic info
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)
Footsteps are quieter when crouching
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
Remove zombie looper from playable chars
Zombie mode back to normal