branchwiseguys/main/Workingcancel
343 Commits over 153 Days - 0.09cph!
Crimes UI now super efficient
Now ignoring duplicate crimes of some sorts, so e.g. firing your weapon several times in a row won't mean 5x weapon discharge crimes stacking up
Made injuring with a gun a worse/scarier/more dangerous crime than injuring with fists or other melee weapon. Punching someone is not the same as shooting them.
Merge in new police arrest feature
NetworkEntity props now add to the KD tree and get culled appropriately, albeit in a slightly clunky way.
Fixed incorrect message on gang buildings in Cyka Blyat mode. Ended up fixing up a whole bunch of out-of-date unit purchase code, since things are pretty different now with how doors/locks/buying works. Updated gangs to use the new unit purchase system as well, in case we ever bring them back. Removed some unused code.
Merge in the latest from Main
Remove Budbox and Metho-o-matic
Cops now react to being punched from behind.
Fixed UI notification on the server, and made sure it doesn't come from the wrong side again.
Adjusted Grid LOD size on maps - fixes prison at wrong LOD issue. It was outside the grid.
Merge prison branch work into Working
Merge in confiscating items while in prison (and confiscating drugs permanently). No fines just yet.
Add a csproj file for Facepunch.Stream so that plugins can build again.
Prison time now counts down only when the user is physically alive and in a prison.
Define the prison area in scene data
PlayerComponents now inherit the Owner from the parent WiseguysUser. Fixed RPC Owner messages that weren't getting though.
Refactored "IsInPrison" flag + extra fixes.
Added basic prison support to Cyka Blyat.
Merge the latest from Main
Bit of a hacky solution, but NPCs will now purchase up to 12 units of weed at a time, depending on their addiction level.
Fix ignore file - allow csproj files in Plugins subfolders.
Increase team DM required kills to 25
UI interaction crosshair now shows orange when interaction is there but not available
Update interaction prefabs
Interaction text UI now adapts to text length. No more overflowing building purchase text.
Fixed HUD interaction UI location. It moved around and could be right off-screen depending on aspect ratio.
Fixed a bug with rapid quit and rejoin that affected Team Deathmatch and potentially other modes
Fixed aspect ratio issues on end-of-round screen, and added Esc key to bring up quit dialog.
Remove old missing prefabs from my test scene
Fixed scoreboard UI going vertical if aspect ratio was too low
Fixed safes getting stuck "in use" (which was caused by an unauthorised player attempting to use your safe)
Increased cop "get out gun" distance from 25m to 50m. This was a user suggestion, so no complaining allowed.
Fix a few unclamped lots. Won't fix z-fighting when buildings back onto each other, but I think all side-to-side z-fighting should be fixed now.
Fixed double placement bug for deployed items (beds etc)
Increase minimum shader level to something that actually works
Rejoining when you already have a character is now more robust. It also now works correctly with the editor "fast countdowns" option enabled.
Bringing back UI debug as it's useful sometimes. Off by default.
Have item deployers only propagate to owner
Cops are now only half as accurate with their gun aim.