branchwiseguys/main/Workingcancel
343 Commits over 153 Days - 0.09cph!
Reduce NPC random walk zone on my test map
Network entity cache update
Give the back button some hover/press FX for larity
Clean up some new warnings
Merge drug dealer updates
Update player label UI to follow performance recommendations from https://create.unity3d.com/Unity-UI-optimization-tips
If the drug holder dies, drop the drugs instead of failing the mission and losing them forever. Need to sort out what happens if someone else picks them up though.
Introduced heroin to the game. Tweaked heroin drug mission.
Mission work, new payphone mission option, updated InfoMessage to support multiple messages.
Merging drug dealer/npc commands work. Dealers not actually selling product right now, but everything else is working.
Made prison area bigger. Whole island counts as prison now. Stops people getting stuck on the island if they escaped prison, and therefore didn't get teleported off when their prison time ended.
Cherry pick fix for serious NetworkEntityBehaviour mask bug.
Don't allow health damage before init. Attempted fix for "ghost cops". Also making sure base HP is at least 1.
Fix AI fleeing code for bot players
Fixed disconnected players not getting their position updated on the client. IsActive checks on the client (active meaning connected) were overzealous.
Merge from Main to Working
Added support for custom mission task completion text. Makes things more understandable.
Added a mission called GetTheMoneyAndTheDrugs that's similar to Bill's design. Added new CollectItem mission task type. Removed TransferCash task type since a normal ReceiveItem can be used for that instead.
Fix TransferCash mission task def name
Fix some mission comments
- Fix unified inventory total cash change calculation.
- Fix unified inventory Find and Take over multiple containers. Fixes show buy error when cash is spread between inventory and belt.
Turns out the giveTheItem flag has never been implemented. Implemented it, and NPCs no longer keep the items they buy (as was already intended).
Fix "Pending..." corp merge text appearing on the wrong corp for the requestee.
Several corp name/tint improvements:
- Corp tint changes now update unit colour correctly when the unit is part of a larger building.
- Corp name is now enforced as unique on creation, as well as on edit.
- Corp name validity check after changes in now on server, not client.
- Automatic corp tint colour now uses a golden ratio trick to keep tints as far away from each other in hue as possible.
Remove obsolete building colour tint code
Finally got a decent system in for cops to loiter around a bit after losing track of criminals, instead of just immediately walking off
Minor performance fix for CanSeeATarget
Giving AI a brief vision boost when they get to the place they last saw a target, letting them see in all directions. Bit of a hack, but makes them look less dumb and is easier than having them actually look around.
Made characters within 10m of a cop always audible to them. Helps them see better without being omniscient.
Got permanently stuck working as it should
Better fix for stuck detection bug where the AI would get stuck in the stuck state, but this breaks being permanently stuck now. Need to fix that too.
NPC behaviour, stuck detection and vision edits
More wandering around while loitering
Messing with NPC speeds some more
Modified NPC base speeds - they needn't be in as much of a hurry as player characters. Walk a little more slowly by default, and run with a slightly different speed multiplier
Pedestrians walk a bit more slowly.
Fixed walk/run/crouch movement animation speed issues. Character animation speed should match actual move speed correctly now, even when they're faster/slower than "normal" speed.