13,149 Commits over 2,830 Days - 0.19cph!
Scoreboard animation edits
Scoreboard UI actually fitting content properly
Added scoreboard show animation
Some early work on a scoreboard screen
Gang icons show on the map, instead of the old pixel art ones. Also removed a whole lot of unused gang stuff - the create gang screen, the emblem editor, the multiple gang buildings and signs (they were all actually the same building/sign anyway). Gangs are now defined in ScriptableObjects with pre-defined icons etc. Less data needs to be serialized since none of it's custom per game.
Started doing a gang thing but probably going to do it a different way. Committing some half-finished stuff just in case I need it.
Fixes, and dropping a carryable now automatically selects whatever's in your current belt slot as well
AI edit, now looks properly for allies.
Fix error on quit in editor
A marker can now be placed in the building editor that determines where the gang safe goes. If there is no marker, the safe will try to find some space on the first floor as before.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Revert building manager change as there were bugs, since loading building definitions needed to wait a frame to work properly. Started a branch to maybe look into it.
Just starting a branch where I might check out the bugs with loading building definitions as needed. Problem is the building definition, when it loads, often creates stuff that it then later decides to call Destroy on. But Destroy takes one frame. So if you load definitions as needed instead of on startup, the extra stuff is still there when the actual building is spawned and you get extra meshes like bonus floors. Need to either delay things somehow, or make sure all the destroys also set the parent to null to kick stuff out of the heirarchy, or set some sort of invalidating flag.
Simplified, more open gang buildings. Had to rebuild building IDs, hence the extra "changes"
Update UI immediately on pickup/drop
Can't select other items anymore while holding a carryable
New testmap_smallest. Loads super fast, still has gang buildings but no jail.
Remove an old time printout
Building manager now only loads buildings that the map actually uses. Improves loading times around a minimum of 25% (testmap_small, which needs most building types anyway), and removes the need for the loadBuildingDefinitions Tools flag (which was used to make maps with no buildings load faster).
Couple of bug fixes from testing
fastCountdowns mode skips the welcome screen as well
Drop carried item on disconnect. Fixes glitching on reconnect.
Added "fast countdowns" option in the WiseGuysTools window, to speed up testing
20 was a bit much. Decrease again to 15. +bugfix
Increase label distance from 12 to 20
Fixed gang emblems not showing up as well
A bunch of cleanup/refactoring, and player label colour tints now work correctly
Bugfix for NRE on helditems with no item + testmap_smaller edit
Had an issue where if you reconnected to a game, you weren't holding anything. Turned out this is what happens on reconnect:
1. OnEntitySpawnMessage. HeldItem entity comes through on its own
2. It's created
3. Deserialize called.
4. SetParent called, but parent is null since it's coming on its own.
5. OnClientInitialize called
6. OnEntitySpawnMessage. HeldItem entity comes through as a child of the user
7. Warning shown that it already exists
8. Deserialize called.
9. SetParent called. *Parent is now set.* We can now call SetItemHolder any time
10. OnClientInitialize _skipped automatically_ in NetworkEntity as it's already been called
To fix I added moved the backup SetItemHolder call in Deserialize to OnPostDeserialize, which is called after SetParent.
Fixed errors being thrown when camera tried to detatch on quit
Changing carryable picking up to allow for the carrier to take action when pickup occurs. Might change this around a bit more.
Show different message on carryables if the interactor is already holding something and can't pick up
Now showing existing player (team) selection counts on the character select screen. Only issue is it's not updated after the screen initially loads. Counts could change if you hang around on character select for a while and it won't be updated. Could poll the server once every x seconds for updates.
Proper auto-select if there's only one character option