13,234 Commits over 2,830 Days - 0.19cph!
Wrote a possibly stupid event class. Will think about this better on Monday.
Gang warfare test mode edit - Leave gang on death. Plus NetworkGameMode method work.
Fixed gang leader serialization. With any luck, gang sync is now good.
Fixed another gang member bug. And there's one more to come.
FINALLY got gang members synchronising properly. Added gang member NetworkUsers as referenced entities for the gangs. On top of that, we needed to delay the member stuff that was in Deserialize until OnPostDeserialize because:
- User entities need to be deserialized and ready so we can use FindUser to find them by ID.
- Gangs set their members as Referenced entities so that they're sent along with the gang, making sure they're available.
- So everything gets deserialized, but the base thing (gang) gets deserialized first, so the members still aren't ready.
- OnPostDeserialize isn't called until after ALL referenced entities are deserialized, so it now works.
Got rid of the NetworkGameMode singleton option. Better to integrate it with NetworkPeer. But I don't like how there's a short time where NetworkPeer exists and NetworkGameMode isn't assigned yet - need to think about options there.
Been trying some more gang stuff
Gang member structure edit
We have a problem where Gangs deserialize before their members, which means they aren't found when their IDs come though. I started fixing this by making gangs just reference members by ID, and it kinda works, but there end up being too many calls to get the member objects anyway - in effect just moving the problem around. Going to solve it a different way but saving this partial work first.
Add gang members properly
Got gangs to serialize and deserialize correctly to clients. Gangs were overriding their NetworkEntityBehaviour ID with a custom gang ID, which meant the server wouldn't match the client, and the deserialize mask would stop it deserializing. Moved the gang ID to a separate var.
Gang warfare mode fallback for scenes with no gangs
Got gang safes working as they used to
Join gangs correctly, spawn in gang buildings
Gang warfare test mode mostly working
Working on adding a gang warfare game mode for testing gangs
Fixed menu clicks not swallowing input
Working on getting gang support back in
Trello task complete: Game modes can define their own colour correction.
Plus added callbacks to game mode creation + round start + round end.
Trello task complete: Show game state when in pre-game wait
Fixed loading screen glitch when there was no image
Game menu options can be added and removed per game mode
Give WiseGuysTools two scene quickslots so it's easy to switch between them
New loading screen background image
Added support for custom loading screen images for game mode.
Got payer characters to de destroyable without ragdoll etc as well.
NPCs don't generate ragdolls at end of round anymore either
Got rid of vehicle wreckage at end of round
Added vehicles option to game mode, and destroying vehicle at end of round. Although I need to deal with the wreckage issue.
Finally got Z Game player counts working correctly with zombies killing players
Fixed jittery NPC movements which were caused by a lack of hysteresis when their speed was right on the border of run animation speed
A big of game mode spawn method refactoring
Added a special game mode for spectating bots playing