userBill Bcancel

13,234 Commits over 2,830 Days - 0.19cph!

6 Years Ago
Rename team balancing. Make it clearer that is does NOT rebalance automatically in all cases, e.g. When imbalance happens due to player disconnections.
6 Years Ago
Added server-side verification for client character selections
6 Years Ago
Bots now respect auto-balancing team selections
6 Years Ago
Team deathmatch doesn't need the fancy character selection anymore
6 Years Ago
Added automatic team balancing option on the character selection screen. Will need to also validate this server-side
6 Years Ago
Fixed false cleanup errors when stopping the server in editor.
6 Years Ago
Refactored belt input a bit, added mouse wheel support - can now scroll mouse wheel to select belt slots.
6 Years Ago
Minor ally code changes
6 Years Ago
Fixed spectating not checking allies correctly. Fixed up ally checks in general
6 Years Ago
Merge the destroy order fix into Main. Everything seems to be working OK. I did find remaining a nasty bug where things don't get cleaned up properly when the player quits a game, but it turns out that's actually been a bug for a while. I'll fix that next.
6 Years Ago
Fix cleanup not happening when the client disconnects
6 Years Ago
Revert more changes that were just for testing
6 Years Ago
Revert changes that were just for testing
6 Years Ago
Fix wreckage spawner not calling the right type of destroy
6 Years Ago
Line endings only
6 Years Ago
Special fix for the following bug: [SERVER] - Character spawns - Character queues spawn message.Has full HP - Character gets killed immediately - Character queues update message for the 0HP change - Spawn message goes out. Has 0 HP now, so message sends with 0HP [CLIENT} - Client gets spawn message, starts initializing - Initializes health.HP is already zero. Call death event immediately! - But health script is only half-way through init. Missing references, things break. With this fix, the pre-init spawn message with 0hp is clamped to 1, and the character still dies right after init when they get the follow-up 0hp update message.
6 Years Ago
Need more bots to make bugs show up faster
6 Years Ago
Fix destroy error showing on the client when there was no real problem
6 Years Ago
Tidier destroy/cleanup code. Hopefully makes more sense
6 Years Ago
Rearranging. Don't have to wait until next frame to call destroy code on client.
6 Years Ago
Update RPC method list
6 Years Ago
Better. Still breaks occasionally
6 Years Ago
Client now gets the destroy messages. Still got issues
6 Years Ago
Working on cleaning things up. Server can run without errors now. Clients still not getting the despawn/destroy messages they should be though.
6 Years Ago
Get NPCs working + testmap_smaller minor edit
6 Years Ago
Fixed init order issues with NetworkUser/WiseGuysUser and INetworkUserComponents
6 Years Ago
Cleaned up all errors in the merge. A lot of casting NetworkUser to WiseguysUser that makes things a bit messy - would be nice if we can get rid of WiseguysUser entirely in the IPlayer refactor. Even if not, we can clean it up a bit more.
6 Years Ago
Use spectate bots mode to test more easily
6 Years Ago
Setup for testing
6 Years Ago
Trying to only call OnPostDeserialize on NetworkEntityBehaviours when the mask matches them. Seems to work OK in basic testing.
6 Years Ago
Merge team deathmatch changes
6 Years Ago
OK, ReadyPlayerSelections DOES need to be a ulong UserID. NetworkUsers don't always arrive on the client before the game mode deserialize. Easier to store a userID than to find the actual user object immediately and try to guarantee the order.
6 Years Ago
Just refactoring into some better code
6 Years Ago
Fix game modes serializing way more than necessary due to some old code that was made obsolete
6 Years Ago
Revert gang trigger
6 Years Ago
Update serialization, cleanup, other stuff
6 Years Ago
Real-time updating of the character selection screen player counts, plus trying to clean stuff up (and mostly failing, might try some more)
6 Years Ago
Have game modes sync ReadyPlayerSelections to the client. Will let us update player counts on the character select screen on-the-fly
6 Years Ago
6 Years Ago
Team stuff
6 Years Ago
Clear character selection on disconnect
6 Years Ago
Fix a bug with character selection on reconnect
6 Years Ago
Kill on disconnect
6 Years Ago
Auto-balancing teams on join
6 Years Ago
Merge TeamDeathmatch work into Main
6 Years Ago
Minor edit
6 Years Ago
Remove method double-up
6 Years Ago
Move class definition
6 Years Ago
Item pickups in Team Deathmatch
6 Years Ago
Adjust bottle and pipe damage and hit force, since they were weaker than basic fists