userBill Bcancel

13,151 Commits over 2,830 Days - 0.19cph!

6 Years Ago
Fix spectator bug with multiple players
6 Years Ago
New system for getting a car
6 Years Ago
Allow a custom allies list, which will let us team up characters in race mode. Previously allies could only be based on character class.
6 Years Ago
Added map icons for checkpoints. Also fixed an old bug, with mission task icon always showing on the map.
6 Years Ago
Minor edit
6 Years Ago
Only spawn player in car at start of round
6 Years Ago
Bugfix #3 and edit
6 Years Ago
Bugfix #2
6 Years Ago
Bug fix for safe refill
6 Years Ago
Safe loot working, with one bug to fix
6 Years Ago
Working on weapon safe respawns
6 Years Ago
Fixed entering vehicles on connection which was actually broken in general (even for reconnecting into a vehicle). Let players in race mode start in their vehicles again.
6 Years Ago
Players respawn at the last checkpoint they capped
6 Years Ago
Start off facing the car door
6 Years Ago
Now letting characters spawn with any desired view orientation, not just y axis.
6 Years Ago
Fixed a tricky bug where characters sometimes spawned with the wrong view direction, it having been seemingly reset to zero sometime before the server first serialized it. Explanation: - Server set initial eye direction. - Server queued up a default input state as a starting point into the inputs buffer. This had a 0 angle view. - Server maybe processed one input tick, depending on timing. - Server serialized. - Client set view angle to whatever the server sent, and from then on, data matched. If the default state tick happened BEFORE server serialized, the view angle would get sent to the client as zero and mess it up. Fixed by just not queueing a default state on server. Seems to be unneeded per my testing.
6 Years Ago
Have the player start next to their car instead of inside it. It's less finicky about timing. Working on the fact that they sometimes start facing the wrong direction.
6 Years Ago
Minor changes to motor SetHeight. Making less unnecessary calls
6 Years Ago
Random checkpoints fix
6 Years Ago
Remove debug print
6 Years Ago
Building room location class fix
6 Years Ago
Created end trigger and UI (reusing the existing score UI). Mode is now winnable.
6 Years Ago
Fix #client compile issue
6 Years Ago
Refactoring location events, removing a bunch of code
6 Years Ago
Rafoctored checkpoint instances to avoid an occasional timing issue on listen servers, and standardise the location event
6 Years Ago
Editor/testing updates
6 Years Ago
Some protection for running race mode on maps that don't really support it
6 Years Ago
Checkpoint text update
6 Years Ago
Vehicle checkpoint trigger mode
6 Years Ago
Fixes, UI work, various lesser magic
6 Years Ago
Location events fix
6 Years Ago
Checkpoint sequence
6 Years Ago
Checkpoint nav arrows
6 Years Ago
Fixed some issues with character location detection. Checkpoints now work properly in buildings and in listen server mode.
6 Years Ago
Vantage points for racetrack spectators
6 Years Ago
Don't need old RPC
6 Years Ago
Checkpoint FX edit
6 Years Ago
Finally got checkpoints activating properly sorted
6 Years Ago
Checkpoint stuff. Server checkpoint is telling client checkpoint to activate too early though and it's not working. Working on it.
6 Years Ago
Removing object pool checker for now as there are no pools to check anymore
6 Years Ago
Check a little less often
6 Years Ago
Checkpoint work
6 Years Ago
Refactoring async requests in NetworkGameMode client. Gets lots of repetitive code out of the main class
6 Years Ago
Fix material change being done on server when it should have been on client. New init method for game mode clients where they can do stuff like this.
6 Years Ago
Starting on checkpoint stuff
6 Years Ago
Merge in from main
6 Years Ago
Line endings only
6 Years Ago
Got spectate bots mode working again, while still no longer needing the early dependency between NetworkGameMode and NetworkUser
6 Years Ago
Adding a note for a TODO bug
6 Years Ago
Remove the need for the game mode to reference the NetworkUser when the client asks for character selection. Fixes a circular dependency issue that was throwing errors