8,451 Commits over 2,131 Days - 0.17cph!
Partial work on PersistentPlayer system. This is a non-compiling commit - don't select this revision.
No compiler errors anymore, but still a bit of a mess
Might be able to get away with a single NetworkUser that can cover both human and AI (bot) players
Rename the user manager back to the old name
Merged in the latest from Main
Removed PersistentPerson from the base Character and put it into PlayableCharacter only. If we want persistent data on basic NPCs we can change it back, but for now just having a persistent entity for player characters is simpler.
Don't actually need INetworkedUser now that I decided to recombine the human and AI user classes back into a single NetworkUser. Just reference the class
Merging in PersistentPerson branch
Hide GUI info text and timers when there's no local player
Assign character to networkuser correctly on connecting clients
Connection not required to set up new users, allowing for bots
Working on bot player stuff
Apparently we can't just call SetConnection at the end. Moved it back to its old spot
Bot players can be added successfully, but have no AI yet
Exclude player zombie from NPC manager spawn options
Fixed NPC spawn ratios to work correctly with the new types, and new "should spawn" tickbox
Dumb code to get things working
Fix possibility to select dead targets
Better place for the character broadcast code
WIP for AI inputs for playable characters.
Still working on AI for player characters. All broken at the moment
Working on ICharacterControl
Character ICharacterControl refactor work
Bot player spawning in on command.
Moved character collider + other stuff
Fixed bot player not setting ServerPosition
Bot damage working correctly