branchwiseguys/main/RacingGameModecancel
134 Commits over 31 Days - 0.18cph!
Only spawn player in car at start of round
Safe loot working, with one bug to fix
Working on weapon safe respawns
Fixed entering vehicles on connection which was actually broken in general (even for reconnecting into a vehicle). Let players in race mode start in their vehicles again.
Players respawn at the last checkpoint they capped
Start off facing the car door
Now letting characters spawn with any desired view orientation, not just y axis.
Fixed a tricky bug where characters sometimes spawned with the wrong view direction, it having been seemingly reset to zero sometime before the server first serialized it. Explanation:
- Server set initial eye direction.
- Server queued up a default input state as a starting point into the inputs buffer. This had a 0 angle view.
- Server maybe processed one input tick, depending on timing.
- Server serialized.
- Client set view angle to whatever the server sent, and from then on, data matched.
If the default state tick happened BEFORE server serialized, the view angle would get sent to the client as zero and mess it up. Fixed by just not queueing a default state on server. Seems to be unneeded per my testing.
Have the player start next to their car instead of inside it. It's less finicky about timing. Working on the fact that they sometimes start facing the wrong direction.
Minor changes to motor SetHeight. Making less unnecessary calls
Building room location class fix
Created end trigger and UI (reusing the existing score UI). Mode is now winnable.
Fix #client compile issue
Refactoring location events, removing a bunch of code
Rafoctored checkpoint instances to avoid an occasional timing issue on listen servers, and standardise the location event
Some protection for running race mode on maps that don't really support it
Vehicle checkpoint trigger mode
Fixes, UI work, various lesser magic
Fixed some issues with character location detection. Checkpoints now work properly in buildings and in listen server mode.
Vantage points for racetrack spectators
Finally got checkpoints activating properly sorted
Checkpoint stuff. Server checkpoint is telling client checkpoint to activate too early though and it's not working. Working on it.
Removing object pool checker for now as there are no pools to check anymore
Check a little less often
Refactoring async requests in NetworkGameMode client. Gets lots of repetitive code out of the main class
Fix material change being done on server when it should have been on client. New init method for game mode clients where they can do stuff like this.
Starting on checkpoint stuff
Merge in the latest from Main
Random checkpoint gen edit