The Server is now in charge of creating random maps.
A Map is generated every 2 minutes and a new round begins.
Began splitting client-side CSG to a different thread
Added support for rotated rooms.
Added a warning when there are 30 seconds left.
Each client downloads rooms from the server on connection.
Turned the Player off until the map has loaded.
Added a default local map, but it's just 1 room.
Added Map destruction and replacement
Improved Rooms/CSG stability.
Added Random Color Sets (Same code as loot drops)
Server is in charge of each room's color.
Removed and optimized a bunch of physics collisions and raycasts.
Rewrote lots of the player controller.
Player Physics were updated
Jumping and Wall-jumping is correctly supported on low FPS devices.
Improved Wall-jumping mechanics.
Rewrote All of the Game Logic.
Added Round timer and In-game clock.
Added pre-game time and post-game time.
Server will create a new map when the round is over. (every 5 minutes)
Once the map is ready, all clients load into the new round.
Fixed a bug which caused suicides to reward kills locally.
Fixed a bug that caused new maps to be affected by old ones.
Reduced map generation time
Added support for sending TCP messages to specific clients only
Completely Rewrote the server controller.
Rewrote almost all actions between server/client
Rewrote all respawn/death logic.
Cleaned up one million other things.
Player Outlines and Loot Text (7/27)
Removed ADS recoil benefits
Server-Client Versioning.
Client version is now shown in the top-right.
Removed the speed-slider.
Server now prevents connection from outdated clients.
Chat background and slider are invisible while disabled.
Loot Text now stacks when picking up the same item quickly.
Loot Text has it's own area to the left of the cursor.
Loot Text shows the correct name of the item looted.
Loot Text now disappears at the correct rate at lower frame-rates
Added Outlines to Enemies which stick for 3 seconds upon dealing damage
The player who killed you is outlined while you're respawning.
You are silent killed upon reconnecting to the server and respawn randomly.
Added support for silent kills (No explosion, loot, killfeed or stat changes)
Fixed a bug which destroyed everything if you disconnected while dead.
Uzi & Glock Polish + Pistol Ammo Drops. (7/26)
Added 3 Pistol Ammo Models and Pickups
Added Proper Clips and Reload Animations for the glock and uzis
Reduced the bullet shell sizes for the glock and uzi.
Changed the gun-shot sounds around.
Fixed a bug that caused players to drop the wrong amount of rifle and pistol ammo.
You can now hold down the mouse to shoot semi weapons, but it is slower.
Removed "fixed" fire-mode and moved the functionality to "semi" fire-mode
Improved server semi-fire control.
Improved how the client handles server restarts and internet disconnections.
Improved Loot Drops and spread
Tightened up loot-spread so that players can tell specific drops apart.
Loot dropped from enemies will inherit the enemy's velocity.
Adjust loot physics and max-velocity to improve enemy's loot explosions.
Fixed a few things which could have given away player locations when picking up desync'd loot.
Loot will teleport closer to other players when looted from a huge range.
Adjusted loot pick-up speed.
Loot can now move through walls after being collected
Client correctly refreshes UDP on reconnect
Fixed a bunch of other network bugs.
** Guns and Bugs Update ** (7/25)
New randomly generated map!*
Added Mini-uzi (Key 4)
Added Glock (Key 5)
Added Glock and Uzi Drops to the map.
Added Pistol Ammo Spawns to the map. (No new modelsl)
Vastly increased the amount of loot for stress-testing.
Added support for sending larger messages from the server.
Fixed a bug that prevented players from joining the server.
Fixed a bug where no errors would be thrown upon failing to join the server.
Fixed a bug that prevented players from downloading large packets (map/spawn data).
Fixed Player lighting when picking up loot.
Added new message to chat on disconnect.
Added new message to chat when server-commands fail.
Added new message to chat when cVars are changed.
Fixed a bug that caused some rifle ammo not to drop.
*From Unity crashing and corrupting my old map into a hideous abomination...
Loot Polish Update (7/24)
Other players drop their ammo as loot when they die!
Loot is now synced across clients.
- You can see other players grabbing loot.
- Claiming loot removes it from the server.
- Loot data is downloaded when spawning into a server.
- Loot will no longer spawn when players join the server
Server is now in charge of how much each loot drop is worth.
- Fixed the same rifle-ammo drop rate bug from last week.
Updated weapon fire-rates to support lower FPS players
Updated weapon burst-fire to support lower FPS players
Updated weapon reload times to support lower FPS players
Broke all weapon fire-rates and burst-fire-rates so those are all different now.
Fixed a bug that caused some loot to be visible through walls.
Fixed a bug that caused spawn padding not to work, causing players to sometimes spawn in walls.
Fixed a bug which caused perfectly-good loot to spawn outside of the map.
Fixed a bug that caused ammo to stay in the clip after dying.
Clients which connect late will no longer be asked to generate map data.
Loot is destroyed locally on disconnection.
Removed enemy ammo-displays as they were too visible at long distance.
Wow this update took a long time. All I wanted to do was get players to drop ammo when they died, but I ended up having to add about 700 lines of code before I could make that happen.
Loot-drop Hotfix (7/20)
Much less ammo when joining map
Ammo resets when dieing
Fixed Bugs affecting Rifle ammo drop rate
M32 Ammo drops now have the right amount of ammo
Loot Drops & Darkness Update (7/20)
Finally finished Randomized Loot-Drops
Removed all ambient lighting.
Added a loot-drop table to the server to generate random piles of stuff
Rooms are given a random set of objects to spawn and a random spawn rate.
Drop rates are based on floor surface area as well as each room's spawn variables.
Server sends all loot-drop data to clients on connection.
Adjusted loot animation physics
Fixed a bug which was preventing spawn points from being as random as they should be.
Adjusted Map
Tweaked Player lighting again.
Testing/improving static lights on the map
Improved ammo-screen visibility
Reloads and Ammo Update (7/15)
Added Player Ammo Tracking, Rifle ammo / M32 Ammo
Added Ammo displays above weapons.
Added TF2-Style reloading and reload animations for all the weapons.
Looting ammo increases player ammo. (duh)
Ammo drops now give the correct amount of ammo.
Added Custom magazines to the Scar and Spring Rifle
Added 4 new rifle ammo drops.
I wanted to get more out but this update took a long time. I had to rewrite the weapons controller again and I'm still not satisfied with it. Expect some bugs there...
Shields and Visibility Update (7/13)
Healthbar is fully functional.
Shields Recharge over time after not taking damage
Increased other player's hitboxes.
Damage text is blue when shooting other player's shields
Damage text is red otherwise
Damage text size changes based on damage dealth
M32 grenades ignore gravity for a moment when fired.
The M32 should shoot straight enough to dual-wield with a rifle.
Adjusted player hitbox to prevent getting stuck on things
Admin can change shield recharge rate, max_health, and max_shields.
Global killfeed text lasts twice as long.
Healthbar now shows respawn status
Players Flash blue and red when being shot
Put a lot of effort into improving player visibility.
Player lights range is smaller so that is won't shine through walls
Improved Player handling and decelleration rates.
Adjusted Fog
Health Bar Update (7/13)
Added Health/Shield Bars
M32 chamber spins like a chaingun.
Spring Rifle was rebalanced to be more consistent
- Dramatically lowered per-shot recoil
- Added end-of-burst recoil
- Continuing to tweak the damage
Changed 3rd person camera angle
- M32 shots should line up better
- You can now aim closer to the ground in 3rd person, making rocket jumps more consistent
Implemented Shields, they don't recharge yet
Player Damage Effect should be more consistent and visible