262 Commits over 61 Days - 0.18cph!
GameTrigger serialization
Added ISerializableStructUser to all game mode triggers. Not yet tested. Need to sync this via the game mode.
Comment out trigger stuff in UIKingOfTheHill for now
Cleared out the old client UI content in triggers
Temp movement of KOTH UI text stuff
Fixed annoying poolable error
Working on a custom end-of-round display
Fixed UI stack getting messed up when continuing on from the end-of-round screen
End-of-round summary merge
Adding PCCriminal to a game mode now automatically also adds a crime manager. Should prevent some confusion.
Clear erroneous prefab assignments
Didn't realise in my earlier commit that 'HUDPrefab' is a custom HUD prefab, not the main one. Fixed here.
Keeping it moved to the main NetworkGameModeBase class through, as SerializedFields get lost when they're inside #if defines and the active define changes.
Crimes were buggy in listen server mode since the CrimeManager had only one instance. Made it a manager on NetworkPeer instead. Did some refactoring and cleanup at the same time. NetworkGameModeBase's "dependencies" list is now called "managerPrefabs" and can be used to add any number of custom managers, much like how playerComponentPrefabs adds any number of custom PlayerComponents.
End-of-round summary UI work
End of round now supports game modes with NO winners and losers
Have alerts push to child stack instead of root
End-of-round screen work and some fixes
Couple of minor UI tweaks
Added some bonus featured to the crime log UI
Crime list UI fully updated.
Fix server browser options inconsistency.
Uncommenting this line, getting respawn countdown working again.
Cellphone UI facelift complete.
Removed more references to info text
Removed info textuser etc.
Updated game mode folder structure