repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

7 Years Ago
Fixed bot players shooting themselves. There's still something wrong with their aim - and Zombie's aim too.
7 Years Ago
NPC vision fix, using the networkentity trace variant. NPC bad aiming was caused by them not being able to see through themselves on listen servers where they had client and server variants. This is currently broken somewhat as level geometry is being discarded too! Need to do something like change the "discard everything except same scene" to a "discard everything in the client scene (or server scene for casts from the client)."
7 Years Ago
ZGameMode now mostly working. The plane doesn't move.
7 Years Ago
Working on PUBG spawning vehicle but currently has issue where I can't use [Facepunch.BNet.OnNetworkClientStarted(0)] on the vehicle base class because it has a generic parameter ("InvalidOperationException: Late bound operations cannot be performed on types or methods for which ContainsGenericParameters is true."). Committing work so far before I work on a fix.
7 Years Ago
Fixed some stuff, shit's still broken though.
7 Years Ago
Spawn plane working! Spent way too long getting this right.
7 Years Ago
Merge
7 Years Ago
Making sure we always ReadBytes on Deserialize and messages, since not doing so can cause issues with getting the shared reader out of sync. Not sure if messages really need it.
7 Years Ago
Merge
7 Years Ago
Was reading bytes before ID in networkinput, caused a fuckup.
7 Years Ago
Testing a fix
7 Years Ago
NetworkLevel work. And NPC walk zones work again.
7 Years Ago
NetworkLevel simplification
7 Years Ago
Fixed proxy character vis check rate
7 Years Ago
Fallbacks for physics overrides when not on a listen server
7 Years Ago
Kill warnings
7 Years Ago
Really basic framework for game modes stored in ScriptableObjects. Game mode is selected, loaded, and passed to connecting clients (via name). Bootstrap stores the data on all potential game modes.
7 Years Ago
Clients can now reconnect bug free.
7 Years Ago
Steam server registration
7 Years Ago
merge
7 Years Ago
Steam auth on server?
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
auth stuff
7 Years Ago
logging
7 Years Ago
fix
7 Years Ago
steam
7 Years Ago
fix
7 Years Ago
Merge in all Bill Ford's fixes
7 Years Ago
Character type/role refactor with a view to supporting game modes. Character types can now be defined as individual ScriptableObjects (see the new Resources/character/character.types folder), with no limit on the number of configurations. These will then be assigned to Game Mode objects as NPC types to spawn, or player spawn types. Starting inventory can be customised as well.
7 Years Ago
Game mode definitions can now hold NPC spawn data. Could do with a nicer Inspector interface though.
7 Years Ago
Improved WiseGuysTools mode selection interface
7 Years Ago
building network
7 Years Ago
updated FP.Steamworks
7 Years Ago
updating dlls
7 Years Ago
Mostly just cleaned up the asset creation menu
7 Years Ago
Game modes now have custom handler for spawn/respawn
7 Years Ago
Merge in Bill Ford's changes from Main
7 Years Ago
Moving files only
7 Years Ago
Better(?) way to access current active game mode on server or client
7 Years Ago
GameModes can now create a custom NetworkEntity and destroy it on game end, allowing for fully custom per-game-mode code, or sharing data from server to clients
7 Years Ago
GameMode custom prefabs no longer HAVE to be networked. Use them just to store data on the server if you like
7 Years Ago
Semi-porting the ZGameMode to the new system
7 Years Ago
PlayerSpawnHandler work
7 Years Ago
- Moved network physics checks (Bill F's ones for listen servers) out of NetworkEntity and into GamePhysics, since all they need as a reference is any GameObject, and this allows things without a NetworkEntity to use them. - Fixed explosion damage not working correctly on listen servers.
7 Years Ago
Working on porting ZGameMode to the new GameMode system, and adding features to the system as it progresses.
7 Years Ago
Doll for Bill