8,451 Commits over 2,131 Days - 0.17cph!
100% working fix, but messy. Will see if I can simplify.
Testing a fix for vehicle RPC init order bug
Fixing vehicle assignment timing issues. Still has a bug somewhere
Stop error on quit in editor
Fix bug with initial car placement
Allow your teammate to activate your next checkpoint
Adjust vehicle HP + minor bugfix
Vehicle respawn edit. Safer variant than a static var and might not get reset
Fix player spawn position bug
Respawn destroyed vehicles in the same spot a few seconds later
Fix spectator bug with multiple players
EyeTransform properly matches look direction.
Kinda basic obstacle avoidance for camera.
New editor testing option to skip start trigger requirements in game modes
Require four active users to start round
- Fixed spawning in cars; now waiting properly for vehicles to init before getting in.
- Now setting allies with your teammate in the same vehicle
Don't do checkpoints for late joiners
Fix spectator bug with multiple players
New system for getting a car
Allow a custom allies list, which will let us team up characters in race mode. Previously allies could only be based on character class.
Set up, and hooked up hitbox system.
Added map icons for checkpoints. Also fixed an old bug, with mission task icon always showing on the map.
Only spawn player in car at start of round
Safe loot working, with one bug to fix
Working on weapon safe respawns
Fixed entering vehicles on connection which was actually broken in general (even for reconnecting into a vehicle). Let players in race mode start in their vehicles again.
Trying out a different eye calcuation
Players respawn at the last checkpoint they capped
Start off facing the car door
Now letting characters spawn with any desired view orientation, not just y axis.
Fixed a tricky bug where characters sometimes spawned with the wrong view direction, it having been seemingly reset to zero sometime before the server first serialized it. Explanation:
- Server set initial eye direction.
- Server queued up a default input state as a starting point into the inputs buffer. This had a 0 angle view.
- Server maybe processed one input tick, depending on timing.
- Server serialized.
- Client set view angle to whatever the server sent, and from then on, data matched.
If the default state tick happened BEFORE server serialized, the view angle would get sent to the client as zero and mess it up. Fixed by just not queueing a default state on server. Seems to be unneeded per my testing.
Have the player start next to their car instead of inside it. It's less finicky about timing. Working on the fact that they sometimes start facing the wrong direction.
Minor changes to motor SetHeight. Making less unnecessary calls
Skins can now added to characters on the fly
Building room location class fix
Created end trigger and UI (reusing the existing score UI). Mode is now winnable.
Fix #client compile issue