8,451 Commits over 2,131 Days - 0.17cph!
Safe message changes based on context
Unload materials correctly
Don't really need the compass text
Compass has a nice edge fade
Set up a test map and game mode for Matt to play with pro builder.
Fixed issue with safe emptying
Interaction in car error fix
Fix errors when second player connects. AddClientNetworkUser needs to be called before OnClientInitialize
Players labels now based on the more generic IsAlly instead of just on gang affiliation
Close any open doors at end of round
Fix missing NPC interactable assignment that was stopping NPCs from working
Changed interaction trace back to radius 0, causing it to use the raycast again instead of spherecast. This fixes some doors returning the building they're in as the interactable, missing the door interactable and making it unopenable.
Reinstating changes that didn't come through the verge, due to the revert in #5243
Merging in my building loading branch. Significantly improves level loading times on average.
Don't need these in OnDesroy, + causes errors with it there
Moving Destroyed things out of the heirarchy immediately. Prevents them getting into the final project buildings when they shouldn't
Latency values that actually work
Fixed bug with network trace
Remove scoreboard from main menu again
More scoreboard stuff. Let payer keep moving etc while scoreboard is showing
Gang UI views showing new gang icons correctly
A UI merge has gone bad somewhere at. Removed some stuff that shouldn't been removed already - fixes the missing script warnings
Fix scoreboard sizing bug due to Destroy's one-drame delay
Scoreboard optional fake data generator
Better scoreboard sorting
Scoreboard sorts entries per group
Fix stats clearing when a user reconnects within a round