2,811 Commits over 1,918 Days - 0.06cph!
Removed global PCCriminal add, put it only in game modes where it's needed, check usages. Can't fully test until
PCGangMember is no longer universal. Made sure it's not assumed to exist anywhere where it may not.
Remove my start at putting Character Selection into a PlayerComponent. Decided not to move this after working on it a bit more. I think it's actually better off stay in game modes as they can check character selections for validity before they're allowed.
Give the NetworkUser a proper serializable struct
Fixed issues with connection/disconnection events and NetworkUser serialization (which was actually only happening on initial spawn).
Also started work on some character selection stuff, but not much there yet.
Unity Editor told me 999+ times that our mcs.rsp define file should be called csc.rsp now.
Don't need 4x4 grid anymore either. Bill F brought the _TESTING folder back in the merge but missed bringing the .meta back I think. Here it is also.
Fix double PlayerComponent Init call (AddComponent calls it already)
Merge IPlayer branch into Main. It's not finished, but it'll run.
Revert my PlayerTick change since it won't work with unreliable sends
Fix comments + update entity cache
Forgot to remove a temp line
Switched out my custom highlight code for Garry's one. Got rid of more unused stuff.
Get the tracer material back
Removing a bunch of unused project assets
Show something even when there are no winners at end of round
Get network_entity_cache RPC checks working again by checking all assemblies. This is a bit of a hack fix though: Apparently there are over 150 assemblies in our project... would be much faster if we can just get the user script ones
As far as I can tell, comparison with 'null' is coming out with the same results as comparison with '(object)null'. Tentatively changing the three lines in NetworkEntity.RPC, to get rid of those last three warnings.
Fix issue with initial join player spawn order
Simplify the scene name thing
Automatically fill in scene name in NetworkLevel
Read only attributes support scripts
Revert accidental 99 Bots mode change
Got scene Points Of Interest working again. Added WiseguysLevel to my test map.
Fix round start ordering issue.
Better solution for the same thing
Send a full character state when group or group subscribers change. Fixes state not getting fully sent to new connections
State diff was getting processed twice unnecessarily
Character kept nagging about "Facepunch.Bass.Serialization.Serializer<GameData.CharacterState>' is obsolete: `Don't bother using this any more'", so I've removed it and converted the state sends to use the newer system.
Rename team balancing. Make it clearer that is does NOT rebalance automatically in all cases, e.g. When imbalance happens due to player disconnections.
Added server-side verification for client character selections
Bots now respect auto-balancing team selections
Team deathmatch doesn't need the fancy character selection anymore
Added automatic team balancing option on the character selection screen. Will need to also validate this server-side
Fixed levels not loading for client in editor.
Fixed false cleanup errors when stopping the server in editor.
Refactored belt input a bit, added mouse wheel support - can now scroll mouse wheel to select belt slots.
Fix NRE on NetworkUser disconnect