Multiplayer beta updated to v1.11.0
Author: indiefoldcreator
Date:
Sat, 05 Aug 2023
Game: Satellite Reign
Hi everone,
We've updated the co-op beta branch with some more fixes. A full list of the changes can be found below.
We're still trying to track down the cause of a major connection issue, where players will stop recieving data from the host (everyone in the world seems to just stand still), but everything still appears fine on the host's end. Please let us know if you see this occur.
There's also a minor issue where full servers will not show up in the server browser, regardless of your filter settings.
5 Lives Team
We've updated the co-op beta branch with some more fixes. A full list of the changes can be found below.
We're still trying to track down the cause of a major connection issue, where players will stop recieving data from the host (everyone in the world seems to just stand still), but everything still appears fine on the host's end. Please let us know if you see this occur.
There's also a minor issue where full servers will not show up in the server browser, regardless of your filter settings.
5 Lives Team
Don't open door on call to UpdateHardwired while resetting. - Civilian updates MoveSpeed from states as well as network, because they have a specil branch in mech anim that can cause them to go out of sync (no walk to sprint) if they start walking then try to sprint. Caused by sync vars arriving 0.3 secs after the rpc is called
- emergency fallback if a compound doesnt have a graphnode to escort to when arresting
Simplify door logs. Changed internal format of SNID. If bit 0 is set then value is NID, otherwise SID. Value is stored in higher bits. Precache NetworkIdentity component in UID. Added null check for _cause in Health.DieLogic. - stop drones log being full of set anim value spam when game is debug paused
- hold a reference to the current GotoPoint for ability Apply Mod and force
- Avoids a clear commands that cuases issues when BI cancels abilities
All door states are now completely synced via NetworkDoorManager. - remove redundant if
Handle null case returned from GetAbilitiesToAllow in GetAbilitiesToAllowHelper. - move ClearCommands out of abilityApplyMod Cancel so its only called from ability handle mouse when clicking to cancel an ability, so its not called from using wonka doors
- dont triple damage for melee attacks in uber mode
Initialize world scan to active if it's active on server at connection time. Code cleanup, formatting and dead code removal. > Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive. Initialize PDA scale to 0.1. To stop "This MeshCollider requires the mesh to be marked as readable ..." error when playgin anim. Sync "IsActive" state of Abilities. Added support for client side initialization of "active" abilities via virtual OnStartClientActive. Removed SniperSetupMarker prefab from Trashman. - Adjusted cloth-sim restrictions to fix leg clipping.
Added MpTest script to MpTest prefab. Added higher level MpTest script. Track total bytes sent via SendBytes. - add some null checks for scamera focus comms
- change arrest kick damage to flag as a no Message damage
Fix null ref on client when TurretAI is destroyed. Utility prefab to simplify launching multiplayer games. Ensure modifier callbacks are unregistered from drone on destruction. - add a new ammo type for melee that doesnt send a message melee_no_message is an alternative hit type to melee and is used for kicking an arrested enemy
- up version number on main branch
- disable tracking collider names to find null object type
- add a debug system for suspicion
- dont exit GotoAndHeadShot if you have a StateBasicInteract as a child (trying to nav somewhere using wonka doors/zip wire)
- fix for null ref exception in turrets
- Stop wait mode when starting investiagte from StatePatrolGraph
- Fix agents dieing and leaving behind a suspicion buubble (because they go into downed state their perp was null)
- allow mini mechs to arrest
- fix zipwire weird stuck in falling bug on client we were setting zipwire fall and knockback on same game turn on chost, client would get them delayed and possibly the wrong way wrong maybe? Removed the knockback it wasnt needed
Call ResetGame when attempting to connect to server but booted before player name can be entered. Ensure camera position is initialized before agent selection screen is displayed. Set anim when Shoot state is pushed rather than on construction. Removed dead code. Revive target only equips weapon on pop on server. - enable multiplayer all the time
- Make the mech anim state change log out to the aientity log system
Perform Do_damage on client, so correct impact type can be returned. Cloneables list ui is now updated in response to changes in AIEntity.NextCloneableId. - Fixed navmesh break in industrial armoury
- Fixed building with no collision in Grid...again
- dont arrest people in state downed dont clear stack on the client for MSG_Knockout null check in some debug code
- add logging for why shoot state ends
Change max (external) connections to 3. - remove a redundant log
- fix null ref in arrested
- fix for abilities not being disabled on stateDowned
Fix chat null ref and input issues. CCTV camers now check for "not ally" rather than "is enemy" when determining line of sight to "suspicious" targets. If user has no current weapon, or no toggle-to weapon, always set weapon to toggle to to be the newly aquired weapon. - Fixed building with no collision
Stop map zoom being set to negative value. - make the assasinate more generous for the angle of view they can have to you.
- up version number to 1.10
- Civilian updates MoveSpeed from states as well as network, because they have a specil branch in mech anim that can cause them to go out of sync (no walk to sprint) if they start walking then try to sprint. Caused by sync vars arriving 0.3 secs after the rpc is called
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