8,451 Commits over 2,131 Days - 0.17cph!
Camera sort of follows player ragdoll, but need to add a distance like spectate cam has.
Give owner player a death ragdoll
Remove HaveInited check that's no longer needed
Bailing from OnInitialize if already initialized (child entity spawning)
See if this fixes the criminal NREs
Integrated the other trigger types into my UI system. All done now.
Working on a better UI display system for game modes, that will fix the players alive UI and generally mean less work in the future
Fix for the T4 template HasChanged check on strings. Strings were always returning HasChanged false since the value started on null, and they were missing the case where prev was null and current is non-null.
Add haveInited check as a workaround for double OnClientInitialize call
Fixed load order issue with z game circle
Made spectate cam not jank
Fixed double circle visuals
Fixed some issues with z game circle + now using less #if CLIENT/SERVER flags. Although things aren't perfect as there are two visual circles on listen server now
Fixed circle level 2 dealing 0 damage + have it use a standard singleton class
Fixed score UI always showing
Cleaning up warnings in my code
AI speed now works in a more naturally defined way, letting them walk or sprint like a human player
Bots have learned to play King Of The Hill mode
King of the hill score UI update
Refactored the respawning system for game modes. Respawn wait and death screen messages are now supported in the base class, instead of relying on each game mode to implement them correctly on its own.
Fixed not being able to quit in spectate mode.
Checked over ragdoll prefabs
Fixed KOTH mode not ending at 1000
Fixed client not updating the skydome references. (Black hole in sky bug)
Zombies stop attacking correctly when their target dies
Fixed a few cases where a MonoBehaviour was referenced via an interface and needed a "Unity null" check instead of a "normal" null check. Fixes the bug where the round didn't reset correctly if Z Game ended due to a player disconnecting while another player was still on the spawn vehicle.
Fixed an obscure bug that was causing double-up NetworkEntityGroupSubscriber BeginSubscribing attempts if a user disconnected and that disconnection ended the game round, and then they reconnected:
- User disconnected and their character was unsubscribed on disconnect.
- Round end was also triggered.
- Round end killed their character, causing a re-sub to their NetworkUser (networkuser takes over as the sub when there's no character, but this should only happen when they're connected).
- When they reconnect, the OnUserReady tried to sub the NetworkUser again.
Fixed by skipping the re-sub if the user is disconnected.
Not a fix, just adding some comments
Don't count disconnected players in z game mode
Fixed a few more of the playtest bugs
Fixed bug where quitting a game mode with score UI and joining one without score UI would leave the score showing from the previous mode.
Better version of the previous
Don't give capture points when player is dead or disconnected!
Setting character type interaction levels
Stopped zombies being able to loot. Made interaction options for character types a little more nuanced.
Added game mode option to not drop loot on death.
Fix ADS not working when not running but with sprint still on.
Added a Convar to stop game mode launching
Fixed problems with spawning vehicle.
Probably fixed issue with camera getting destroyed. (Buck bug)
Fixed flickering plane passengers