8,451 Commits over 2,131 Days - 0.17cph!
Restored assignments on the Whacky Races prefab that were lost in the merge.
Fix unassigned prefab in game mode
Updated inspector to show connected entities
Fixed a little bug with removals, removed log spam
Fixed potential issue with clearing the cache.
Moved code around to make use of the caching.
Some work on caching sorting
Unity known issue in the new 2018.3 update was causing hundreds of additional "field not assigned" warnings on private [SerializeField] vars that were assigned in the inspector. Unity has helpfully closed the bug as By Design. Adding a flag to ignore all field not assigned warnings in the project for now.
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.
ReadyPlayerSelection, some conversion work, incomplete
Made NetworkEntityBehaviour.networkEntity private.
Cleaned up reference add / remove code.
Fixed problems so far, seems to be working. Needs hooking up.
Added a topo sort to sort spawn order
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.
Hacky fix for criminal component ordering...
Library reimport and a few small fixes
Fix double PlayerComponent Init call (AddComponent calls it already)
Some building unit owner stuff. No complete
Merge IPlayer branch into Main. It's not finished, but it'll run.
Move local character static getters from WiseguysUser into PCWorldEntityUser
BuildingUnitOwner is a component
No more errors when disconnecting. Will do some more thorough testing tomorrow.
Moved WorldEntityUser and Allies out into separate PlayerComponents. Major cleanup of WiseguysUser moving a lot of junk out - should make it easier for Bill to port down into NetworkUser. Still some tidying up that could be done and testing to do. Some NREs on disconnection that I'll look at later this evening, gotta go now.
Fixed gang member dependency order
User allies cache the ally list. Simplified player label updates and removed the need for the complicated event checking.
Fix criminal script on NPCs
Fixed UserStats not serializing
Updated scoreboard to use the new ReadyPlayerSelections synced to the client. Team selections aren't working though
Making PCUserAllies into an optional component script that only Whacky Races uses at the moment. Added ally checking methods to WiseguysUser, and a new IAllyComponent interface, so any IPlayerComponent can implement a custom ally system for a particular game mode.
Add bill_b_test_map to the build settings at its new location
Added a param to NetworkUser to mark if it's initial creation or just a reconnect. Only calling creation stuff when it's actually first created.
Remove remaining PersistentPerson references