repowiseguyscancel

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

7 Years Ago
Testing and fixing stuff
7 Years Ago
7 Years Ago
Missed one commit
7 Years Ago
Bah, lots of refactoring, simplifying, making things make sense
7 Years Ago
Minor stuff
7 Years Ago
Checking character changes instead of user changes
7 Years Ago
Game end triggers (see GameModeTriggerSettings.cs)
7 Years Ago
Merge in from Main
7 Years Ago
loading screen
7 Years Ago
Checked that into the wrong bastard branch
7 Years Ago
Safe to return false from should serialize for now.
7 Years Ago
matress texture updated
7 Years Ago
Game mode system refactor. Working a lot better
7 Years Ago
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.
7 Years Ago
Doll for Bill
7 Years Ago
Working on porting ZGameMode to the new GameMode system, and adding features to the system as it progresses.
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
PlayerSpawnHandler work
7 Years Ago
Semi-porting the ZGameMode to the new system
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
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
Better(?) way to access current active game mode on server or client
7 Years Ago
Moving files only
7 Years Ago
Merge in Bill Ford's changes from Main
7 Years Ago
Game modes now have custom handler for spawn/respawn
7 Years Ago
Mostly just cleaned up the asset creation menu
7 Years Ago
updating dlls
7 Years Ago
updated FP.Steamworks
7 Years Ago
building network
7 Years Ago
Improved WiseGuysTools mode selection interface
7 Years Ago
Game mode definitions can now hold NPC spawn data. Could do with a nicer Inspector interface though.
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
Merge in all Bill Ford's fixes
7 Years Ago
fix
7 Years Ago
steam
7 Years Ago
fix
7 Years Ago
logging
7 Years Ago
auth stuff
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
fixes
7 Years Ago
Steam auth on server?
7 Years Ago
merge
7 Years Ago
Steam server registration
7 Years Ago
Clients can now reconnect bug free.
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
Kill warnings
7 Years Ago
Fallbacks for physics overrides when not on a listen server