2,811 Commits over 1,918 Days - 0.06cph!
Fix new bot players not being ready if they join during game transition
Criminal component now optional on testing modes. Fixes 99 bots
Don't need this, we're better than networked singletons now.
Don't show any info text for unowned buildings. Better for game modes without building ownership
Increase mouse wheel scroll speed
Force balanced team selection in Team Deathmatch
Fixed double connection events on server, plus added a failsafe check to prevent any issues in the future
Simpler system for assign PlayerComponents on game modes
Fixed doors not being damageable; interactors can now also be hittables again.
Fixed doors not being damageable; interactors can now also be hittables again. Disabled trigger colliders being returned from hit checks globally - things that need it are already setting QueryTriggerInteraction.Collide.
Fixed criminal wanted level not clearing properly on the client due to a serialization error.
Clear crimes and prison sentences when game rounds end
Fixed the double spawning of vehicles in new rounds
Fixed issues with character initial belt slot selection (fixed bot double weapon selection bug)
Merging bug fix. Seems to work.
Lazy bots now get ready properly for new rounds
Fix the bunch of Destroy errors that came up when quitting in the editor if bots were in vehicles
Not much to put in PCZGameUser either but I've updated ZGameCircle to use it. Probably some more stuff could be moved into it if we wanted to (like the ZGameCircle damage over time maybe).
Team deathmatch doesn't need anything in PCTeamDeathmatchUser. Conversion complete.
ui has some missing references (old)
Fixed vehicle prefab reference error?
Fixed some issues with Whacky Races checkpoints.
Fixed a bunch of static events in the project (mostly mine) that should have been client/server split to avoid double-ups on listen server
Must be tired today... fix double connection/disconnection events properly
Remove a couple of old prints
Split up connection/disconnection events into client/server, so they no longer call subscribers twice on listen servers.
Remove unused file, update NE cache
New PCCheckpointUser for Whacky Races. Don't need PCWhackyRacesUser as only checkpoints are needed and they're general enough to be used in other games modes as well. I still need to test and fix up all this properly on Monday.
King Of The Hill has nothing that needs a custom PlayerComponent
Merge in building ownership branch.
Have Wacky Races checkpoint gen skip shops since you can't always get upstairs
Fix shop heights so that the selling areas don't jut through to the next floor
Converting prefab stuff to the new system. BuildingObjectDefinition updated and tested.
Converting prefab stuff to the new system. Updated SceneSaveHook. Untested as this is unused in the project.
Converting prefab stuff to the new system. FindMissingScripts and CheckpointLocationMarker updated and tested.
Fixed a bug where winners in a checkpoint-based end trigger would get merged together if they had the same username
Sync allies to clients, apparently I forgot to do this
Restored assignments on the Whacky Races prefab that were lost in the merge.
Fix unassigned prefab in game mode
Updated inspector to show connected entities
Unity known issue in the new 2018.3 update was causing hundreds of additional "field not assigned" warnings on private [SerializeField] vars that were assigned in the inspector. Unity has helpfully closed the bug as By Design. Adding a flag to ignore all field not assigned warnings in the project for now.