8,451 Commits over 2,131 Days - 0.17cph!
Don't get duplicate group IDs when near the edge of the world.
HeldItems should NOT be saved, since they're created with new IDs every time they're held
Save/Load work. ActiveItemController using my more standard deserialize delay system.
Checking in player refactor mess. Will probably nuke all this.
Switched deserialize to come first. Making it work. Actually going OK.
Big mess currently, but working on getting everything to init in a sane, working order, or at least warn me if it isn't.
Removed debugging stuff from time manager. Adjusted some mats to look a bit better at night.
Fixed some world time event bugs.
Multiple sorting masses, gets it working every time.
Added entity sorting to put parents always before children on load.
Switched load order to call init methods before deserialize. Some other work on Load.
Cleaner initialize path. Tackling Load next.
Adding safeguards, notes etc
Definitely shouldn't be needed. All the code in NetworkEntity.Initialize() has been called earlier when loading.
Allowing deserialize before init on ActiveItemController
Added a game stats printout to aid in comparing save/load.
furniture test model added
Fixed errors that were preventing correct startup. Probably still super buggy but everything spawns now.
All compiler errors fixed, actually running it still broken.
Moving client-only deserialize methods into client+server space, to handle level load deserialization on server. Lots of compilation errors right now.
- Control whether server loads saves or not in editor mode, via WiseGuysTools.
- Allow NPCManager and VehicleManager to base their init actions on whether the level is new or loaded from a save.
- Let vehicles save.
Merge vehicle fixes from trunk.
Wreckage collider for players, and nav obstacle on wreckage for NPCs
Fixed vehicle wreckage appearance to work with Paul's new meshes
Merging in the latest from Main.
Server now tells you some stats.
Added console command for time
Separate save system, make it a static class. Add console command for setting autosave value.
Some small initial work as I learn about the save system.
Minor interaction system change.
Adjusted loot drop suitcase collider for easier interaction
Oops, turned NPCs back on.
Merge container update into Main.
Containers can now be used by one user only at a time. Mostly based on UI (interaction ends when UI is closed) but also handles improper client disconnections.
Merge latest stuff into TOD branch, including headlights on vehicles.
Updated headlights to latest TOD. Bonus bugfix in WorldTimeManager.
Time is synced over network. Need to keep an eye on this.
Time events are now repeatable and get rescheduled.
Building placement snapping to grid