branchwiseguys/main/Network_Refactor/Build/GameModesSupportcancel
88 Commits over 0 Days - ∞cph!
Fix errors when firing guns with no CrimeManager in the scene.
Some quality-of-life options added for game modes. Select specific belt slots, or always run.
New King of the Hill class selection basics
Remove stuff that was in just for the test branch
some base shit for another mode.
Different sort of scoring for KotH
Allow turning bootstrap on and off in WiseGuysTools
Subtractive merge as commit #4571 broke things when >1 client connected to the server.
KotH mode work, getting some necessary data over to clients. Added KotH map to builds.
Cleaned up separate client/server issues
KotH mode actually works - scores working, win condition set. Added extra KotH building texture.
Better score system and UI
Info test for game modes.
Game mode client/server better differentiated, and working on KotH capture states.
KotH: Working on a capture point thing
Allow character types to have modified movement speed, or unlimited ammo
WiseGuys Tools option to turn editor bonus inventory items on and off
It's just a big cylinder TBH
King Of The Hill mode work
King Of The Hill building final
-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.
Working on a King Of The Hill thing. +NetworkLevel fix for city editing.
Transitions between different game mode states working nicely
Fixing game mode transition issues
Fixed zombie respawn issue, and IsServer door definition spam
Stop the plane getting pushed around by NPCs riding it in listen server mode
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.
Main change here is actually bumping the project .NET version so that I could use ObservableCollection.