8,451 Commits over 2,131 Days - 0.17cph!
Need to send player lists
Reconnecting works better, kill / death works better.
Fixed vehicle prefab issues
Merging in networking changes
Fixed issues with vehicle damage visuals
Made getting in/out of cars work with the new network system
Extra closing brace got in and ruined everything
Fixed vehicle in a more correct way now that I understand things better.
Added a little editor window with some buttons
Added a basic little editor window with some buttons
Starting work on adding vehicle spawners
Working on vehicle spawns
Vehicle respawning work. Fixed init order bug. Corrected a few Random.Range errors around the project.
Vehicle respawning working in the real level
Added some force to explosions because it's cool
Merging NetworkPlayer refactor into trunk.
Major merge in from vehicle damage etc branch.
Fixed missing blood FX + wreckage edit
Added a button to my tools window.
- Fixed a bug in making builds where an #if UNITY_EDITOR was needed.
- Added a revision number to the main menu in builds, taken from the Plastic SCM revision.
- Removed missing scripts from the main menu scene - I went way back in time to before I started working at FP and they were already missing then.
Stopped engine start sound playing on already-occupied vehicles when a new player connected.
Made vehicle wreckage and explosions poolable
Better player positions in vehicle seats (although the driver can't "hold" the steering wheel while also sitting in the sear correctly - animations or car size will need to be adjusted for that).
Fixed bullet hit issues on vehicles. Moved hit receiver.
Fixed double-spawning colliders on vehicles when in CLIENT+SERVER mode
- Reducing input buffer sends to server. Capping max inputs to send at 10.
- Reduced explosion damage.
Removed use of NetworkEmulator
Server now accepts and handles out-of-order input packets. Reduced max inputs to send from the client from 10 to 6.
Clearing initialSeatInfo when it should be. Added a note on OnPostDeserialize behaviour
Removed the old pre-vehicles debug car.
Just removing an obsolete file
Major initial work on creating a nav agent-powered NonPlayableCharacter class.
Mainly modifying ProtoBuffers to allow for future passing of AI player data.
Free infinite ammo for non-playable characters
Continuing AI work + refactoring. Updated NonPlayerCharacter prefab
Removed old networklevel completely
Got AI spawning in scene, but they don't have a "brain" yet