8,451 Commits over 2,131 Days - 0.17cph!
Going to do game modes a bit differently I think, as the sort of building block system I have now is getting a bit unwieldy. Committing some more work I have so far. Also merge from Main.
Game mode system refactor. Working a lot better
Safe to return false from should serialize for now.
Checked that into the wrong bastard branch
Game end triggers (see GameModeTriggerSettings.cs)
Checking character changes instead of user changes
Bah, lots of refactoring, simplifying, making things make sense
More general game mode stuff
Minor fixes for load order
A bunch of work getting the right ordering and counts on triggers etc
Round start countdown with UI
Game mode game round handling
Allow showing server console in editor again, making it an option in WiseGuysTools. Removed the no-longer-used skipInitialSpawnScreen toggle.
My static character lists didn't work on listen servers. :( Changed to a CharacterManager that can have separate Client and Server versions.
Main change here is actually bumping the project .NET version so that I could use ObservableCollection.
Big refactor to how game modes run. Will be some bugs, but this is better. Bit more like Bill F's original zombie mode as well.
Stop the plane getting pushed around by NPCs riding it in listen server mode
Fixed zombie respawn issue, and IsServer door definition spam
Fixing game mode transition issues
Transitions between different game mode states working nicely
Working on a King Of The Hill thing. +NetworkLevel fix for city editing.
-Added game mode reference to NetworkPeer.
- Added an ownable buildings switch to game mode config.
- Extra null checks in buildings that seem to be needed for my big King Of The Hill building to load correctly.
King Of The Hill building final
Merge basic game modes implementation into Main. It's not complete but it's stable enough and there are already lots of changes.
King Of The Hill mode work