8,451 Commits over 2,131 Days - 0.17cph!
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)
Fixed the issue with the toolbar defaults
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)
Hooked up server browser etc.
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
Added all the pre-made ui prefabs, linked the main menu stuff up. Linked up toggle and slider options to convars.
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.
All looking good. Remove debug prints.
Fixed old bugs with doors and their insideRoom/outsideRoom vars
PCBuildingUnitOwner no longer needs to be always added
Testing modes support building ownership
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