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.
Added text field to type in IP address of host for when the hopkins network doesn't allow the masterserver
Changes max number of connections from 4 to 32
I think I fixed the buildings.
Merged networking with master
Refactored dawn and dusk events. Fixed the camp fire. Tweaked the position of buildings. Buildings now need to be built on the ground and not within another building. The wood gate has a bug
Tweaked gate and sentry. Everything builds really well and fits together now.
Removes arrow shooting from players. Arrows go faster and stick into things they hit better.
Tweaked arrows, added death from water with respawn, broke melee
Fixed melee
Forgot to use networked destroy functions. The AI gets really confused when a player is deleted.