8,451 Commits over 2,131 Days - 0.17cph!
Character interface stuff
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
Ported the rest of the serialization methods. all untested.
Converted PlayableCharacterInventory
Converted PlayerBelt (untested)
Undone some item serialization
Actually revert that commit for now because it breaks things in client/server only modes.
More character conversion work
- Work on Character, not completed yet
- Moved NetworkEntity back out of its (accidental?) sub-folder, fixing all the missing NetworkEntity references in the project
- Took some stuff out of GameModeUniversal that's now loaded separately by Bill's system
Add the csproj files for the new code generator. I think these were missed because Plastic was set to ignore *.csproj files, but the code gen won't run without them. I've stolen these from the test project.
Fixed Owner init ordering issue
Ported NetworkEntityBehaviour methods, except for the old Serialize/Deserialize.
WorldTime boostrap, Item network message handlers.
Registering message handlers
Removed NetworkMessage, Converted all old NetworkMessages to new format.
Ported NetworkUser, SpectatorPlayer, and the connect command in the console.
item serialization updated
Added some files that didn't get checked in properly
Server setup and bootstrapping
Added files that didn't get checked in
Shit loads more error fixes
Fixed a shit load of the easy errors
rd1 of compile errors fixed
Fixing bugs and potential bugs
Merging in Character reference cleanup branch
Tried to remove the Character ref from Criminal but it's just not going to work easily. Here's some more minor stuff instead.