8,451 Commits over 2,131 Days - 0.17cph!
Fixed list initialization bug
WIP letting game modes actually tell client what the current character selection list is. This is a non-compiling commit.
More work, but still a non-compiling commit for now
More work but still not compiling. I promise the next commit will compile
Assigning game mode character types
Character selection working properly again. Getting around not being able to use arrays in RPCs here.
Send selected character ID properly
Quick fix for character state mismatch
Move ISerializableStructUser to plugins
Fixed ItemManager using wrong references on Listen Server.
ItemManager instance fix. Stop client taking over the instance ref on listen server
Game Over screen no longer used
Force minimum show time for character select
Fix character select min show time
Disable character select min time for now until it works better with everything else
Fix belt not showing on HUD on first spawn
Got tigger UI working properly between rounds
Move HUD network stats out of the way
InputMessageQueue doesn't use list any more.
Deleted some old protobuf code, converted some more serializers.
Better active player trigger checks that respect the Ready state.
Big complex merge into Main of my game mode flow stuff. Some slight weirdness - er, all vehicles explode immediately?
Had a really weird bug. I'd run it once and it'd be fine, then again and lots of errors. Turned out that the IsRunning state on the GameModeTrigger was being saved between runs on the ScriptableObject. So I'd run it, the end trigger would be running, then I'd stop it. Then I'd run again, and IsRunning on the end trigger was still true, so it'd mess up. BUT IsRunning is a property... surely properties aren't usually serialized! Really weird but totally confirmed in testing.
Moved over to the new postfx stack
Fixed explosion bug, fixed broken shader, changed some postfx stuff
Updated postfx and ui tweak