8,451 Commits over 2,131 Days - 0.17cph!
Get variable interpolation clock to set a value earlier. Not a server perf fix, just less stuttering on clients with lots of lag
Don't print BOTH save messages
Add revision info to server console
Removing WaitForEndOfFrame use on the server. This is currently broken in batchmode in the latest version of Unity. Bug here: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Don't try reloading the UI if we're quitting. It'll be null now anyway.
Criminals don't get welfare in jail.
Sort of tarted prison up a bit, chat message fade.
Hooked up jail sentences based on crimes committed
Merging the latest from Main
Extra checks on CharacterEyes
Reverted my bootstrap reload code. Returning to menu can be handled properly at a later date. See: Untitled_Game_Issues/issues/117
Respawn at a proper position when released from jail
Fixing up a couple of other things that were borked in CLIENT+SERVER mode
Fixed CharacerState not repooling in Client+Server mode. This was an old issue that I only just discovered.
Added pool size checking (editor only) to make sure we can't break pooling without noticing.
Using pooling with InputMessage to save on a lot of garbage. Still testing this one.
You now get transported to jail on death if you're wanted
Server garbage gen reduction
Messing with crime detection radius
hud now shows starts when wanted
Wanted cooldowns based on wanted levels now.
Updated how wanted works.
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Get rid of outline warnings
OUtlineEffect for client only. Fix NRE on built Server
Allow building debug server without building release version as well
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Instance null check that's needed on exit in C+S mode
Missed a file in the prev commit
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Added a proper definition for wanted levels
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Improved door interaction
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
Fully integrated the new payphone model
Remove crimes from criminal
Crimes shoud now get serialized and show in the crime log UI