8,451 Commits over 2,131 Days - 0.17cph!
Just renaming mostly. Also removed unused blimp meta.
Better updating system for WiseGuysTools game mode list. Instant with good performance.
Fix issues with round state transitions + GUI
Fixed the bot AI warnings. Just gotta work out why they don't punch.
Bot punches properly now. Need to test cops.
Get cops putting their guns away like they should
Prevent issues with character destroy on quit.
Fix NRE when on motor when clients connect by adjusting init order
Added crown icon to KotH building on the map
Separate testing script for testing game mode
Fixed spectator target changes not working. Target doesn't need to be known by the server at all - made it all client-side.
+ spelling mistake fix.
Made bots deathmatch by default if they're not in a game mode they have a special case for. Can be useful for testing things with death/respawn. Fixed AI character targeting being able to target itself. Changed spectator to look straight down with no target.
Fixed flickering plane passengers
Probably fixed issue with camera getting destroyed. (Buck bug)
Fixed problems with spawning vehicle.
Added a Convar to stop game mode launching
Fix ADS not working when not running but with sprint still on.
Stopped zombies being able to loot. Made interaction options for character types a little more nuanced.
Added game mode option to not drop loot on death.
Setting character type interaction levels
Don't give capture points when player is dead or disconnected!
Better version of the previous
Fixed bug where quitting a game mode with score UI and joining one without score UI would leave the score showing from the previous mode.
Fixed a few more of the playtest bugs
Don't count disconnected players in z game mode
Not a fix, just adding some comments
Fixed an obscure bug that was causing double-up NetworkEntityGroupSubscriber BeginSubscribing attempts if a user disconnected and that disconnection ended the game round, and then they reconnected:
- User disconnected and their character was unsubscribed on disconnect.
- Round end was also triggered.
- Round end killed their character, causing a re-sub to their NetworkUser (networkuser takes over as the sub when there's no character, but this should only happen when they're connected).
- When they reconnect, the OnUserReady tried to sub the NetworkUser again.
Fixed by skipping the re-sub if the user is disconnected.
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
Zombies stop attacking correctly when their target dies
Fixed client not updating the skydome references. (Black hole in sky bug)
Fixed KOTH mode not ending at 1000
Checked over ragdoll prefabs
Fixed not being able to quit in spectate mode.
Refactored the respawning system for game modes. Respawn wait and death screen messages are now supported in the base class, instead of relying on each game mode to implement them correctly on its own.
King of the hill score UI update
Bots have learned to play King Of The Hill mode
AI speed now works in a more naturally defined way, letting them walk or sprint like a human player
Cleaning up warnings in my code
Fixed score UI always showing
Fixed circle level 2 dealing 0 damage + have it use a standard singleton class
Fixed some issues with z game circle + now using less #if CLIENT/SERVER flags. Although things aren't perfect as there are two visual circles on listen server now
Fixed double circle visuals
Made spectate cam not jank