repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

6 Years Ago
Better hit masks
6 Years Ago
Fixed motor ending up in the wrong scene, which was also meaning NPC damage didn't work
6 Years Ago
Flag
6 Years Ago
General stuff, fixing bugs, mostly ordering issues.
6 Years Ago
Improved entity observer stuff
6 Years Ago
More magic
6 Years Ago
Smooth movement for proxy characters - actually better than the old system.
6 Years Ago
Clean up errors when in #CLIENT only
6 Years Ago
NPCs move
6 Years Ago
Working on NPCs and bugs.
6 Years Ago
Fixed NPC type ScriptableObject, which wasn't updating the asset properly from the custom editor.
6 Years Ago
Fixed itemcontainerentity
6 Years Ago
Added support to filter out raycasts results from the wrong domain.
6 Years Ago
Working on NPCManager and NPCs
6 Years Ago
6 Years Ago
Note about testing the mission watching methods if/when missions return
6 Years Ago
- Changed mission global observer system to one that only affects the mission runners - NPC manager stuff
6 Years Ago
Mission observer changes
6 Years Ago
few tweaks and fixes
6 Years Ago
Deleted some old code
6 Years Ago
Change load order so city stuff that's spawning can use the managers.
6 Years Ago
Remove debug print
6 Years Ago
Spawn points work again + some other work.
6 Years Ago
Movin' stuff
6 Years Ago
Working on per-level scripting stuff. Looks like lots of changes but a lot of it is renaming.
6 Years Ago
Fixed gun issues stemming from itemcontainer deserialization
6 Years Ago
Fixed problems with helditem spawning
6 Years Ago
ItemManager and everything that uses it converted to the new ServerClientSingleton. HeldItems not showing up anymore, need to work out why. You can use ItemManagerClient or ItemManagerServer calls if you KNOW method calls will be be server or client origin specifically. If you're not sure which it'll be called from, methods in the base class let you pass an isServer bool.
6 Years Ago
Reducing the server/client split singleton types to one for simplicity. This should be enough for now at least. In summary: - The old singleton types are fine if you're only going to have one even in listen server mode - If you're going to have one on client and another of the same type on server, use ServerClientSingleton
6 Years Ago
Singleton edit
6 Years Ago
New singleton classes that support two copies of the same singleton on listen servers, one for server and one for client.
6 Years Ago
Minor refactoring
6 Years Ago
Helditem spawn fix
6 Years Ago
Collision masking for twin entities.
6 Years Ago
Fixed some deserialization errors.
6 Years Ago
Minor fix
6 Years Ago
Fixing up errors in C/S only modes. Unfortunately means a few #if defines are back in for now.
6 Years Ago
#using
6 Years Ago
Revert my serialization changes to health and belt as they seemed to break things. Not sure why yet.
6 Years Ago
More stuff. Things a bit broken right now
6 Years Ago
Character state send (see Character.Server changes). Still need to update it to not use the ProtoBuf-based CharacterState object.
6 Years Ago
Moe conversion. Belt seems to be broken in particular. I can send 236 bytes out and only get 2 bytes back. Not serializing to ItemContainer sub-entity maybe?
6 Years Ago
Conversion work
6 Years Ago
Needed #defines
6 Years Ago
ItemManager returns
6 Years Ago
Quick dirty fix.
6 Years Ago
Remove my bug test
6 Years Ago
Rename method
6 Years Ago
Temporary crash tester
6 Years Ago
Connection token provider.