8,451 Commits over 2,131 Days - 0.17cph!
Restore script that was still used
Removing testconstruct_map. Keeping testconstruct
Clean out testing folder. This stuff is the version history if we ever need it again.
Different fix for the previous bug. Apparently some things could be spawn queued but not yet in the snapshot. If two characters joined right together, the second client's character wouldn't show up for the first client. Instead, keep the queue but don't send an entity in the snapshot if it's already in the queue.
Fixed a bug that was as follows:
Server events:
1. ZGameMode client player character created. It has no children yet.
2. Character spawn serialization is queued on NetworkEntityManager (but not sent yet).
3. Character is set as the NetworkSubscriber subscriber.
4. Full snapshot is sent as a result. Character with no children is serialized.
5. Fists selected and assigned as child of character.
6. The queued spawn from #2 is sent. Character has one child (fists).
Client receives the first spawn with no children, and ignores the second one because the entity already exists.
Fix: Clear the spawn and update queues when sending a snapshot. Everything's getting sent anyway.
Fix ordering change that was preventing characters from loading in listen server mode
Fixed saving on server quit
Fixed NRE when users quit while they have no character, and generally fixed up the NetworkSubscriber thing a bit
WiseGuysTools scene selection thingee
Refactored the singleton classes that I added ages ago to better match the WiseGuys coding style, using virtual methods for subclasses to override and call the base, instead of having the base classes call a separate subclass method.
Separate client/server now working correctly. If you're Client, you can start on the new blank Init scene
Bootstrap scene gone. New system essentially working
Refactoring network classes to not use Awake/Start/OnApplicationQuit/Update now that they're IBootstrap ScriptableObjects and those no longer get called
Fix some Steam-only stuff that needed renaming
Working on conversions to the new system
Worked out some stuff. Plus removed bootstrap stuff from WiseGuys tools. Bootstrap is now a ScriptableObject that loads itself - I swear it makes sense
fixed shooting animations when running ( 3rd person )
Add mathods from the old Bootstrap file
Initial bootstrap script import. Removed ActiveSceneCheck. Repurposed my MonoBehaviourHelper to mirror Bill F's equivalent MonoBehaviourEventCallback
Bot players fully working. Type addbot at server console to add bots.
Fixed putting weapons away
Bots can now play decently as zombie players. Also bugfixes
Doubled Zombie HP because things were too easy
Bots can exit the plane successfully, although they teleport instantly to the ground. THAT'S GOOD ENOUGH.
Bots successfully depart from the plane, but just hover in the air
Bots starting to handle the plane
Bots handle being in prison
Hysteresis on AI distances. Prevents wavering on the edge of two distance-based options
AI item selection work. Not quite right at the moment