repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

7 Years Ago
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7 Years Ago
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
7 Years Ago
Can get NumListeners from your weak ref event
7 Years Ago
Moving character events around
7 Years Ago
Cherrypicking CS
7 Years Ago
Fix events
7 Years Ago
moved game modes
7 Years Ago
Simplified NetworkGameMode creation events. Decided AutoFiringEvent was trying too hard to be clever
7 Years Ago
Map changes
7 Years Ago
Fixed path bug
7 Years Ago
...
7 Years Ago
Base for new game mode
7 Years Ago
Re added the notification stuff
7 Years Ago
Events
7 Years Ago
Fixed location event bugs
7 Years Ago
More character event stuff
7 Years Ago
Fix for buildings with no units
7 Years Ago
Added comment
7 Years Ago
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.
7 Years Ago
Minor fix
7 Years Ago
7 Years Ago
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
7 Years Ago
Trigger stop call
7 Years Ago
Added basic game starting criteria
7 Years Ago
Most of the game mode seems to be working.
7 Years Ago
Fixed some UI errors etc.
7 Years Ago
Just needs testing now...
7 Years Ago
Merge from Main
7 Years Ago
Finish off removing the hack on UI text. Make it work nicely with the new system.
7 Years Ago
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
7 Years Ago
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
7 Years Ago
Various little game mode UI fixes.
7 Years Ago
Few more UI fixes, start and end message can now be customised per game mode.
7 Years Ago
More fixes. Character now stores information about who killed them, also used in the prevcharacterinfo class.
7 Years Ago
Build error fix
7 Years Ago
Update player types
7 Years Ago
Fixed wrong end game message
7 Years Ago
Fixed timer issues
7 Years Ago
Remove the crime dependency for now.
7 Years Ago
Added a quick label and NPCs
7 Years Ago
Fixed server NRE
7 Years Ago
Removed trash
7 Years Ago
Fix for Networking SpawnQueue fuckup
7 Years Ago
import texture settings reduced
7 Years Ago
texel mods
7 Years Ago
Major overhaul where I try to clean up some singletons, especially NetSCSingleton and MonoSCSingleton which were trying to be singletons and also handle the fact that listen servers would have two copies - one for the server side, and one for the client. I've now managed to remove those classes entirely. All shared managers etc that are per-level, like CharacterManager and ItemManager, instead of being singletons, are now referenced via the NetworkPeer object in the same way that NetworkUserManager etc are (though note they may not exist right away when NetworkPeer is created). Thus a lot of server/client checking code has been removed and replaced with simple NetworkPeer or NetworkClient/NetworkServer references.
7 Years Ago
Merge my branch into main
7 Years Ago
Added the basics for carryable entities
7 Years Ago
Moved some code around. Handling picking on client better too.
7 Years Ago
Carryables get parented to the right bone with an offset on client