8,451 Commits over 2,131 Days - 0.17cph!
Entities know if they're being carried and who's doing the carrying. Starting dropping.
Fixing some issues with dropped items not being in sync.
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
Merge the latest from Main into my branch
Crime events for characters+ other tweaks
Fix some event bugs. Remove WeakEvent due to a couple of issues.
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
Mostly events work. Merge to Main.
CNR tidied some stuff up with the game mode
More refactoring, handling disconnections.
Changed signature of the death event, robbers now have 3 lives.
Make Client/Server separate work
Events work, refactoring/cleanup
Changed title screen text back to WiseGuys (from "Plan Z")
Trying a way simpler VariableInterpolationClock implementation. Let's see how jittery it is on the real server.
Interpolation clock tweaks
Slightly more conservative value
Oops, off by a factor of 10
Added some loot prefab for CNR game mode
decreased length for testing
Fixed player label in HUD for clients.
Before working on network improvements, revamped the network stats, getting rid of all the tricky calls to RakNet internals and encapsulating them in a NetworkStats class. Just check .Stats on NetworkClient or NetworkServer
NetworkInfo doesn't need so much server content now that server has no GUI. Left some in for listen servers
Editor-only stats UI for the server. Got network output stats working.
Merge my network stats stuff into Main
Fix bootstrap bug on listen server
No server UI on listen server please
Setting up some UI to support all of the required states