2,811 Commits over 1,918 Days - 0.06cph!
Clearing crimes correctly after a criminal dies
NPCs/bots so bad at handling punch/recoil, I've turned it back off for them.
Give NPCs and bots the same view punch + recoil us humans have to deal with
Fixed some issues with criminal character assignment
Oops, didn't mean to commit my KotH score change
Set a server framerate cap of 120, to avoid bugs like the one we had in the future. Max SetDirty sends per second for each object will equal the server FPS cap
Handle the fact that server doesn't actually serialize if there's no-one connected. Stop it trying to SetDirty all the time in that situation. +bugfix
Fix the NetworkGameMode score hack with a different hack that won't generate tons of data. It was thinking that the score changed every update tick
Let convar set target fps on server, for testing
Networking issue: Trying a framerate limit
Networking issue: KotH map blank
Zombie groans return. All character types can now have custom prefabs if they like
Networking issue: More testing again
Networking issue: More testing
Networking issue: Remove KotH serialization for testing.
Networking issue: More/different stats
Punch: Update current before target
Better, simpler, framerate-independent eye view punch
Allow setting target framerates more easily. Fix the way VSync was set.
Reduce weapon recoil a little
Removed NPCs from default game mode
Network issue testing: Adding some additional diagnostic info
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)
Footsteps are quieter when crouching
stopping buildings release server as we're only using debug atm
Removing the zombie looper for now as it's bugged. Have added a TODO to put it back later.
Remove zombie looper from playable chars
Zombie mode back to normal
Another zombie mode mod. Testing to work out a networking issue.
TEMP zombie mode change for instant start
Switched my singleton classes back to my old system of sub-methods - the WiseGuys-style virtual method override system was too risky in terms of requiring the user to know they had to call base.Method.
Building manager now caches at game load rather than level load. Needs testing.
Physics mats for my test map, so I can test stuff with decals
Not sure why inaccuracy delta would use mag size, so reverting al ine to Bill F's original version.
Going back though the repo, the later version of view punch never quite worked, but it looks like this is how it was MEANT to work.
Weapon view punch is back. Not really doing much though, need to tweak it.
Get rid of the loading screen slide animation
Never spectate disconnected players