8,451 Commits over 2,131 Days - 0.17cph!
More refactoring, handling disconnections.
CNR tidied some stuff up with the game mode
Mostly events work. Merge to Main.
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
Fix some event bugs. Remove WeakEvent due to a couple of issues.
Crime events for characters+ other tweaks
Merge the latest from Main into my branch
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
Fixing some issues with dropped items not being in sync.
Entities know if they're being carried and who's doing the carrying. Starting dropping.
Carryables get parented to the right bone with an offset on client
Moved some code around. Handling picking on client better too.
Added the basics for carryable entities
Merge my branch into main
Major overhaul where I try to clean up some singletons, especially NetSCSingleton and MonoSCSingleton which were trying to be singletons and also handle the fact that listen servers would have two copies - one for the server side, and one for the client. I've now managed to remove those classes entirely. All shared managers etc that are per-level, like CharacterManager and ItemManager, instead of being singletons, are now referenced via the NetworkPeer object in the same way that NetworkUserManager etc are (though note they may not exist right away when NetworkPeer is created). Thus a lot of server/client checking code has been removed and replaced with simple NetworkPeer or NetworkClient/NetworkServer references.
import texture settings reduced
Fix for Networking SpawnQueue fuckup
Added a quick label and NPCs
Remove the crime dependency for now.
Fixed wrong end game message
More fixes. Character now stores information about who killed them, also used in the prevcharacterinfo class.
Few more UI fixes, start and end message can now be customised per game mode.
Various little game mode UI fixes.
Game modes can decide if they support shops or not. Also added some standard colour definitions to keep things consistent through the project.
Merge: Finish off removing the hack on UI text. Make it work nicely with the new system.
Finish off removing the hack on UI text. Make it work nicely with the new system.
Just needs testing now...
Fixed some UI errors etc.
Most of the game mode seems to be working.
Added basic game starting criteria
Changed NetworkGameMode start/end triggers to ScriptableObjects per Bill F's suggestion
Merge in my branch. Lots of changes around the place, but the main addition that's noticeable is that NetworkGameMode implementations can utilise four new virtual character location-based methods: OnCharacterBuildingUnitEnter, OnCharacterBuildingUnitExit, OnCharacterSellZoneEnter, OnCharacterSellZoneExit.
Fix for buildings with no units
More character event stuff
Fixed location event bugs