8,451 Commits over 2,131 Days - 0.17cph!
Some fixes for dependency use.
Split Whacky Races into client/server
Merge in the latest from Main
Spawn in vehicle error fix?
Possible NRE spawn fix v2
Testing a fix for spawn NRE
Fulfill the two players per vehicle requirement
Fallback for maps with no buildings
Spawning players with a car, in a parking lot
Fixed broken score display for score-based game types
Merge game mode refactor into Main. Spawn-related methods are now in a separate interface, somewhat decluttering game mode classes.
Conversion complete for all game modes
Let's use interfaces for both
Network game modes are getting pretty full of stuff. Trying splitting some of it out. WIP
Some changes to auto checkpoint generation. Try to find some tall buildings to go up - but not every time. Fixed a bugs in the free space finder as well.
Random race checkpoint generation
Checkpoint ordering stuff for predefined checkpoints. Will support random checkpoints as well.
Completely removing overspawns ????
Fixed NRE when weapon switching.
Entities now maintain a list of new observers. We can know determine better if an entity is spawned on a client.
Safes spawn in weapon pickup buildings. Modified building free space finder to not need units
Working on weapon pickups, signs, stuff
Added small and large empty lots to act as starting points for race mode. Added missing map icon for road ends as well.
Remove/comment game mode list on networklevels as it's currently unused
Mark special lot types more clearly. + Initial start to race game mode itself.
New race checkpoint building and sign + racetrack edits
Merging, need to test a build.
Using list for faster iteration
forgot to hook up reference
Added an overspawn counter to performance ui.