Gives more useful feedback as it's not obvious which node belongs to who.
Added line breaks to network messages for cases where a large amount of players are desynced.
Default player items and shared items are no longer capable of being duplicated regardless of item flags. Shared items now give a true copy of the item. Fixed incorrect effects playing from item copies. Dropped items can no longer be shared.
Allows for easier customizing of whether or not an item should be shared with players upon pickup in co-op (e.g. it allows it to be expanded to weapons with custom cvars).
This reverts commit 3033fafaa7.
Revert "Improved ZScript interface for morphing"
This reverts commit 6c64a4403c.
Revert "Further morphing clean up"
This reverts commit 12dc5c1506.
Revert "Fixed inconsistencies between player and monster morphing"
This reverts commit 30730647fe.
Revert "Reworked Morphing"
This reverts commit 2c09a443b4.
- fix compile
This is a combination of 2 commits.
Revert "New API for assigning unique network ids to objects"
This reverts commit e37c19b5b4.
This is the commit message #2:
Revert "Fix for Morph virtual"
This reverts commit 0ef042562e.
- If an actor crosses back over a portal because they're blocked, it will result in false positives.
- Fixed nodes not being targeted for aim direction.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.
Other changes:
- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.