Started on networking. Testing out MasterServer and unity networking
Buildings are now spawned and moved over the network
Moved player spawn to spawn script for networking. Added network views to many objects and scripts. Removed duplicate health from Building.cs. Changes spawning and despawning to use the network functions if connected to the network.
Player networking is working. The buildings are still messed up and the StartGame method needs to turn off RPCs and other things when loading a new level
Modified EnemyMelee, Sundial, and Spawn to only spawn wolves by the server. The seeker target is now updated by the EnemyMelee script
Swapped out many Destroy and Instantiate functions with the proper networked versions. Changed the quality of shadows and antialiasing
Silly git, Tricks are for kids
Added pause menu to networking (new game is still not done) and made the escape key resume the game
Modified animations to be sent across the network
Fixed little mistake. I changed the targeting for the enemies and it is no longer working with the SeekerAI. Player movement and animations are working across the network, but buildings are rotated funny and do not become solid when placed.
a ghost
Added text field to type in IP address of host for when the hopkins network doesn't allow the masterserver
merging in jons stuff
Changes max number of connections from 4 to 32
Merge branch 'JonsBranch' into GUI2
I think I fixed the buildings.
more fix
Merged networking with master
new textures and hints work
You can now switch tools with q/e