8,451 Commits over 2,131 Days - 0.17cph!
Created all boilerplate for game mode specific user components
Removed gang references from IInteractor
Slight cleanup looking through character selections
Removed all instanced of persistentperson string
Fixed a couple of gang issues,
Added a compoent for HH game mode
Fixed a bug with RPC cache where it wasn't caching private methods.
Fixed GameMode dependencies not getting cleaned up when quitting as client.
Fixed PlayerComponents getting added multiple times when a player reconnects.
Added folders etc. to be able to start adding asmdef to all seperate game modes.
Fixed some init order issues that were breaking things once another player joined
Fixed criminal init issues
Fixed PlayerComponent adds properly
Getting PCCriminal working
Made a base PlayerComponent class. Don't need IPlayerComponent anymore since we can reference PlayerComponent instead. Still need to finish sorting out PCCriminal.
Remove spammy debug prints
Fixed the missing checkpoint arrow shader
Fixed some issues and NREs
Removed criminal references, character property is now abstract
Set up criminal as a component
Fixed issues with how Entities find their dependencies. Keep an eye on this, it could blow up.!
Finished conversion of PCUserStats. Stats now serialize to the client.
Revert my PlayerTick change since it won't work with unreliable sends
Reverted my changes to PlayerTick, as it won't actually work if unreliable messages are lost.
Added simple SerializeTemplate example class
Moving and renaming classes files only, no actual changes here. Give IPlayerComponents a "PC" prefix
UserStats SerializableStruct
Converted allies component
IPlayerComponents are resolved on clients
Added helper methods for calling some event method on all IPlayerComponents of the appropriate type
New ICharacterEvents that can be optionally called on IPlayerComponents. Also shuffled some things around.
Move scripts to different folder
WorldEntityUser events now work on the client as well + fixed a couple of minor bugs.
WorldEntityUser events now work on the client as well
Fixes the "skip start requirements" spectate visuals bug
Fixed errors on 'kill' command
UsersStats is now an IPlayerComponent
Fixed a big bug from an #if CLIENT. Added some callbacks for when a user is created / destroyed.
Fixed NetworkUser/WiseguysUser serialization, some bugs etc. Can actually get into the game now. Threw out GameData.NetworkUser entirely as it was already 90% replaced by the new basic Writes in NetworkUser base and was just sending redundant data. Only CustomAllies remain and I think I'll make them into an IPlayerComponent instead.
- Removed PersistentPerson and PersistentPersonPlayer.
- PlayableCharacter now references WiseguysUser instead of PersistentPerson.
- The new WorldEntityUser handles the character/spectator spawn & reference stuff that PersistentPerson used to handle.
- Removed BuildingUnitOccupiers as we no longer use the building takeover stuff, and it should be made game-mode-specific now if we need it back.
- Stuck GangMember in WiseguysUser for now to make things compile, but probably want to replace it entirely with an IPlayerComponent gang member equivalent?
Better ignore settings. Ignore all csproj and sln EXCEPT inside the Plugins folder
And now add them to the ignore list so they don't come back
Remove all those new csproj files.