8,451 Commits over 2,131 Days - 0.17cph!
WiseGuysTools scene selection thingee
Fixed NRE when users quit while they have no character, and generally fixed up the NetworkSubscriber thing a bit
Fixed saving on server quit
Fix ordering change that was preventing characters from loading in listen server mode
Fixed a bug that was as follows:
Server events:
1. ZGameMode client player character created. It has no children yet.
2. Character spawn serialization is queued on NetworkEntityManager (but not sent yet).
3. Character is set as the NetworkSubscriber subscriber.
4. Full snapshot is sent as a result. Character with no children is serialized.
5. Fists selected and assigned as child of character.
6. The queued spawn from #2 is sent. Character has one child (fists).
Client receives the first spawn with no children, and ignores the second one because the entity already exists.
Fix: Clear the spawn and update queues when sending a snapshot. Everything's getting sent anyway.
Different fix for the previous bug. Apparently some things could be spawn queued but not yet in the snapshot. If two characters joined right together, the second client's character wouldn't show up for the first client. Instead, keep the queue but don't send an entity in the snapshot if it's already in the queue.
Clean out testing folder. This stuff is the version history if we ever need it again.
Removing testconstruct_map. Keeping testconstruct
Restore script that was still used
Cleaning out content folder
Apparently the rust DLL uses newtonsoft JSON internally. Bringing it back.
Removing or moving some stuff. Bringing a couple of things back.
Allow exempt scenes from the bootstrap code, so scenes like the BuildingEditor don't try to bootstrap.
More cleanup + bootstrap change merge.
Cleaned up all missing asset references. Some other stuff too
Removed stylized nature pack as we were only using a single tiny rock from it. Moved the rock out.
More cleaning up warnings
Merge in project cleanup branch
Add testconstruct back to the default scene list
Adjusting the GameModeUniversal prefab to load and unlock correctly when entering/leaving a game
Using IBuildingUnitUser in building ownership. Removing character references. IBuildingUnitUser is now an interface on the owner PersistentPerson rather than the character since it's the person, and not their current character, that really owns a building.
Added Bass projects to the plugins folder.
Renamed a few vars in NetworkEntity to match new version
Major refactoring effort to remove Character references outside of Character. Cheated a bit and created an ICharacter interface to use when no other option presents itself, which hopefully can end up much more minimal than Character itself.
IVehicleUser no longer needs a character reference
Removed Character ref from FootstepsControler
Removed character ref from CharacterMotorHitReceiver
Moving away from having Character implement all these interfaces. Instead, have its components implement the interfaces, and expose them if necessary. Starting with IHealth.
Spectator and PersistentPerson character refs simplified. Spectator now implements IPlayableCharacter