8,451 Commits over 2,131 Days - 0.17cph!
Set up some more hud prefabs for cash etc.
Prints to make things obvious for Bill F
Finally got a working setup for arbitrary results sending, but my data still isn't getting read correctly at the client end. Need to investigate further, but here's the framework.
Working on letting game triggers sent arbitrary game result and winner data to the client.
Temp movement of KOTH UI text stuff
Fixed annoying poolable error
Working on a custom end-of-round display
Fixed UI stack getting messed up when continuing on from the end-of-round screen
End-of-round summary merge
Added rifle holdtype anims, updated controller gesture layer to use upper body mask, updated mask
Basics of the end-of-round screen and winner/loser list now working.
Winners now sync to clients correctly and reliably
Changed winners to auto-serialize between server and client in the round based game mode. Saves a lot of messing with RPCs and should make everything simpler overall.
Merge into my branch of a branch
Adding PCCriminal to a game mode now automatically also adds a crime manager. Should prevent some confusion.
Clear erroneous prefab assignments
Didn't realise in my earlier commit that 'HUDPrefab' is a custom HUD prefab, not the main one. Fixed here.
Keeping it moved to the main NetworkGameModeBase class through, as SerializedFields get lost when they're inside #if defines and the active define changes.
Crimes were buggy in listen server mode since the CrimeManager had only one instance. Made it a manager on NetworkPeer instead. Did some refactoring and cleanup at the same time. NetworkGameModeBase's "dependencies" list is now called "managerPrefabs" and can be used to add any number of custom managers, much like how playerComponentPrefabs adds any number of custom PlayerComponents.
Working on custom prefabs for the end-of-round summary
fixed override controller
A fucking nightmare, fuck fuck fuck.