8,451 Commits over 2,131 Days - 0.17cph!
Working on Escape menu for game mode screens
Better client replication of carrying state. Show in HUD you're carrying item. Item gets disabled in FP mode.
Moved some mode stuff around
Functional end-of-round overlay, and Countdown screen improvement
Don't need respawn hack anymore
Updated postfx and ui tweak
Fixed explosion bug, fixed broken shader, changed some postfx stuff
Moved over to the new postfx stack
Had a really weird bug. I'd run it once and it'd be fine, then again and lots of errors. Turned out that the IsRunning state on the GameModeTrigger was being saved between runs on the ScriptableObject. So I'd run it, the end trigger would be running, then I'd stop it. Then I'd run again, and IsRunning on the end trigger was still true, so it'd mess up. BUT IsRunning is a property... surely properties aren't usually serialized! Really weird but totally confirmed in testing.
Big complex merge into Main of my game mode flow stuff. Some slight weirdness - er, all vehicles explode immediately?
Better active player trigger checks that respect the Ready state.
Deleted some old protobuf code, converted some more serializers.
InputMessageQueue doesn't use list any more.
Move HUD network stats out of the way
Got tigger UI working properly between rounds
Fix belt not showing on HUD on first spawn
Disable character select min time for now until it works better with everything else
Fix character select min show time
Force minimum show time for character select
Game Over screen no longer used
ItemManager instance fix. Stop client taking over the instance ref on listen server
Fixed ItemManager using wrong references on Listen Server.
Move ISerializableStructUser to plugins
Quick fix for character state mismatch