branchwiseguys/main/Server save & loadcancel
70 Commits over 30 Days - 0.10cph!
Merging in that latest from trunk
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
Doors now come up with the same inside/outside results whether they're new or loaded. Unfortunately instead of loaded doors sometimes getting the wrong result, not they both get the same wrong results. At least it's consistent...
Accidentally turned saving off on vehicles
Merge latest in from Main
Restructured the unified inventory. SetDirty now correctly calls on the sub-inventories and not on the base character
Fixed bug with respawn order if:
- Save was loaded by server where player had a bed
- Player was dead at time of save
- Player joined the game and requested spawn list
Beds remember who owns them through save/load
Fixed cops reloading too often
Telling placeable items to save.
Don't think this hack is needed anymore.
Got saving and loading buildings working correctly. Doors elude me.
Removed load option in console since loading is only allowed on startup now
Now generating the city before spawning in entities. Makes sure NPCs can start on a NavMesh in particular.
Fixed double init on NetworkSimulator. Removed unnecessary warning.
Allow selling more drugs during JustBoughtItem state, so you can do rapid-fire sales. Less getting shot during shady double sales if you're quick.
Fixed door animations + simplified code
Existing entities in scenes now show up on clients again
Removed ability to load saves anytime since it was broken. Easier to just allow loading saves on startup.
Stop setting stuff twice, NPCs stop complaining. Deleted orphaned meta files.
Changed initial spawn skip to work with loaded saves
Merging in the latest from Main.
Fixing double EntityBehaviour serialize on server. Whole process might need a bit of a cleanup
Fixing init order in CLIENT+SERVER mode
Getting init+load order working correctly in all situations: Server load, client join, client join while another client is in a vehicle, server save/load while clients are in vehicles. Hopefully all are good now. Plus some minor fixes.
Went through all Deserialize calls, making sure things look OK for Load. Also a few warnings cleared.
Fixed inventory sync from save.
Various loading work. Save/load of players in vehicles now handled OK, with One Weird Bug left to fix.
Prevent loading saves while players are connected
Server load commandline flag, and save/load console commands.
Got save backups working correctly
NetworkPlayers get saved, and parented correctly from load.
Don't get duplicate group IDs when near the edge of the world.
HeldItems should NOT be saved, since they're created with new IDs every time they're held
Save/Load work. ActiveItemController using my more standard deserialize delay system.
Switched deserialize to come first. Making it work. Actually going OK.