userBill Bcancel

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

6 Years Ago
Networking issue: More testing
6 Years Ago
Networking issue: Remove KotH serialization for testing.
6 Years Ago
Different stats again
6 Years Ago
Networking issue: More/different stats
6 Years Ago
Gun stat adjust
6 Years Ago
Punch: Update current before target
6 Years Ago
Better, simpler, framerate-independent eye view punch
6 Years Ago
Remove unused var
6 Years Ago
Allow setting target framerates more easily. Fix the way VSync was set.
6 Years Ago
Reduce weapon recoil a little
6 Years Ago
Removed NPCs from default game mode
6 Years Ago
Network issue testing: Adding some additional diagnostic info
6 Years Ago
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)
6 Years Ago
Footsteps are quieter when crouching
6 Years Ago
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
6 Years Ago
Remove zombie looper from playable chars
6 Years Ago
Revert testing
6 Years Ago
Networking issue testing
6 Years Ago
Networking issue testing
6 Years Ago
Networking issue testing
6 Years Ago
Fix indent
6 Years Ago
View punch merge
6 Years Ago
View punch!
6 Years Ago
View punch curves didn't work too well. The curve position decay vs. the time between weapon shots caused issues in particular (e.g. In an extreme example, if minimum time between shots was > decay time, the curve would never progress). Changed to a simple recoil force value, and made the eye punch target pos increment instead, so multiple shots in quick succession can still boost total recoil.
6 Years Ago
6 Years Ago
Zombie mode fix
6 Years Ago
Zombie mode back to normal
6 Years Ago
Another zombie mode mod. Testing to work out a networking issue.
6 Years Ago
TEMP zombie mode change for instant start
6 Years Ago
Weapon inaccuracy + recoil + view punch work.
6 Years Ago
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
6 Years Ago
Physics mats for my test map, so I can test stuff with decals
6 Years Ago
Not sure why inaccuracy delta would use mag size, so reverting al ine to Bill F's original version.
6 Years Ago
Going back though the repo, the later version of view punch never quite worked, but it looks like this is how it was MEANT to work.
6 Years Ago
Weapon view punch is back. Not really doing much though, need to tweak it.
6 Years Ago
Get rid of the loading screen slide animation
6 Years Ago
Never spectate disconnected players
6 Years Ago
Might have fixed the spectating bugs. There was an issue where the spectator entity didn't get destroyed on disconnect. The player would spawn a new character in a new round, but still have their spectator entity as well, which would grab the camera.
6 Years Ago
Needed some IsUnityNull() checks to replace simple null checks in interfaces that could be MonoBehaviours
6 Years Ago
Fix issues that occurred if a character was synced to a client when already dead, and the NetworkEntity was destroyed before init completed. Happened fairly reproducibly on game modes with lots of characters dying frequently, like zombie mode (with zombies dying).
6 Years Ago
Fixed bugs on clients for players dying while in a vehicle
6 Years Ago
Change "didn't expect a Deserialize after Init" from error to warning
6 Years Ago
Heavy was OP
6 Years Ago
Bots are a bit more likely to jump off plane
6 Years Ago
Merge in UI work
6 Years Ago
Did some dumb things, fixing them up to make sense here. Also discovered why King Of The Hill UI scores broke in the first place - it was a bug with empty strings in the networking system. Tried to do a proper fix, but ended with a workaround fix.
6 Years Ago
6 Years Ago
UI stuff again
6 Years Ago
UI stuff
6 Years Ago
UI work separating game mode client UI from server triggers. Moved game mode stuff to its own namespace.