8,451 Commits over 2,131 Days - 0.17cph!
Moved some player connection callbacks to base class.
Fixed game modes not starting.
Getting custom ally data to sync properly to clients, plus warnings cleanup.
Shifted some more stuff into the base class. Probably need to remove some nasty and unnecessary dependencies.
Moving shit to the base class
Working on update ally calculations
Added checkpoint world space POI
Add allies to winner list for checkpoint trigger end trigger
Mode is four player with teammates again
Fix Unity hating .blend files
TEMP game version that only requires two players
Created a base class for all types of game mode
Fix infinite checkpoint activation loop with teammate
Added standard vehicle spawns to the race map + other minor edits.
Don't use in-world random cars as race start cars!
Turn on normal vehicle spawning in Whacky Races, in case you lose yours far away
Fixing a general bug in game modes, for the following scenario:
- User dies, and quits the game right after that (or quitting is set up to kill them automatically)
- User immediately reconnects. They have no character so they're given a new one
- Respawn countdown ends
- Game mode tried to give the user ANOTHER, possibly different new character
Fix a certain editor options combo not working + character type edit
Merge Whacky Races changes
Checkpoint trigger zones embiggened
Fix checkpoint indexing bug when not all desired checkpoints can be created (due to limited buildings on map etc)
For levels with random checkpoint placement, re-do them each round
Fixed checkpoint numbering on client for disconnect/reconnect and new rounds
Fixed "randomness" in WiseGuys actually being deterministic after level gen seed
Merge Whacky Races branch into Main.
Don't show message when checkpoint isn't active
Fix checkpoint count on listen server, and update UI
Generate the vehicle checkpoint on a random piece of straight road
Just cleaning up a little