2,811 Commits over 1,918 Days - 0.06cph!
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
Fixed an obscure bug that was causing double-up NetworkEntityGroupSubscriber BeginSubscribing attempts if a user disconnected and that disconnection ended the game round, and then they reconnected:
- User disconnected and their character was unsubscribed on disconnect.
- Round end was also triggered.
- Round end killed their character, causing a re-sub to their NetworkUser (networkuser takes over as the sub when there's no character, but this should only happen when they're connected).
- When they reconnect, the OnUserReady tried to sub the NetworkUser again.
Fixed by skipping the re-sub if the user is disconnected.
Not a fix, just adding some comments
Don't count disconnected players in z game mode
Fixed a few more of the playtest bugs
Fixed bug where quitting a game mode with score UI and joining one without score UI would leave the score showing from the previous mode.
Better version of the previous
Don't give capture points when player is dead or disconnected!
Setting character type interaction levels
Stopped zombies being able to loot. Made interaction options for character types a little more nuanced.
Added game mode option to not drop loot on death.
Fix ADS not working when not running but with sprint still on.
Added a Convar to stop game mode launching
Fixed problems with spawning vehicle.
Probably fixed issue with camera getting destroyed. (Buck bug)
Fixed flickering plane passengers
Made bots deathmatch by default if they're not in a game mode they have a special case for. Can be useful for testing things with death/respawn. Fixed AI character targeting being able to target itself. Changed spectator to look straight down with no target.
Fixed spectator target changes not working. Target doesn't need to be known by the server at all - made it all client-side.
+ spelling mistake fix.
Separate testing script for testing game mode
Added crown icon to KotH building on the map
Fix NRE when on motor when clients connect by adjusting init order
Prevent issues with character destroy on quit.
Get cops putting their guns away like they should
Bot punches properly now. Need to test cops.
Fixed the bot AI warnings. Just gotta work out why they don't punch.
Fix issues with round state transitions + GUI
Better updating system for WiseGuysTools game mode list. Instant with good performance.
Just renaming mostly. Also removed unused blimp meta.
Added a new time-based end game trigger timer. Can be useful for testing.
Fixed bug where respawns after the pre game wait weren't delayed, caused issues with shit not being cleaned up first.
added missing references that are causing errors
Fixed NPC weapon selection some more. Cops put their weapon away and keep walking around when they finish shooting a target, and out-of-ammo is handled (although currently NPCs get infinite ammo anyway).
Fixed NPCs not being able to select their items
Fixed the fucking slow anim bug. Pain in the fucking arse.
Fixed server player count error
Merge basic game modes implementation into Main. It's not complete but it's stable enough and there are already lots of changes.
Checked that into the wrong bastard branch