13,229 Commits over 2,830 Days - 0.19cph!
- Fix stack overflow on UINavigationController when dying while scoreboard is showing
- Remove unnecessary debug prints I added earlier
Fixed bots breaking the scoreboard
Team deathmatch initial work
Fixing some bugs with PlayerBelt, mostly UI related
Fixed up ActiveItemController. It doesn't even need to be a NetworkEntityBehaviour anymore.
Player characters reference NetworkUser instead of InhabitedEntityUser (PersistentPerson)
Put NetworkUser in its own little namespace. Put PersistentPerson in there too and renamed it to InhabitedEntityUser. Got a lot more sorting out to do, might rename things again.
Update other AI as well and remove debug info
AI fix for cops trying to get to places in the air and getting frozen.
Merge persistent game mode restructuring into Main.
Test setup for ragdoll bug
More HP for the testing character
Reduce weapon recoil a little
Changed criminal serialization to the new system, with a proper ShouldSerialize check, which stops unnecessary serialization happening all the time when the character changes weapon and other unrelated stuff on the same entity.
Fixed wanted stars not resetting when sighted by cops
Fixed vehicle collision crimes
New character type designed for testing. Goes fast etc
Fixed NPC addiction stats bugs
Fix NPC error message, now get a more correct error message...
Dispose method in base class. Bots join and work correctly in persistent modes now.
Wanted stars hide entirely when player isn't wanted. Nicer for modes that don't use crimes at all.
Wanted system working well, simplified + fixed some code, added the stars UI back in.
Update round-based casts that can now be more general and reference the base class shared content. Also gets welcome screen info text and scoreboard screen working.
All persistent modes handle respawn, not just Killing Spree
Removed code that's now in DoBaseGameSetup
Unity latest version doesn't like Ctrl+C as an editor key command anymore. Changed the quick connect command to Ctrl+E
Set up vehicles, NPCs, and events in persistent game mode
Remove no longer needed game mode events
Whacky races weapon signs fix/improvement
Adding shop support back in to the game
Fix some server/client issues/mistakes
Persistent game mode WIP. Moved some things into the base class that can be shared. Persistent mode now uses the character select and spawn process properly, although there's no way to change your character once you have one, since that's always been per-round only so far.
Updated the IGameModeSpawnActions. Subclass IRoundBasedGameModeSpawnActions added.
Fix game mode selection bug
Added persistent mode testing mode
Persistent/Round-based markers in WiseGuysTools window dropdown
New PersistentGameMode class. No content yet.