1,079 Commits over 1,095 Days - 0.04cph!
Don't print BOTH save messages
Add revision info to server console
Removing WaitForEndOfFrame use on the server. This is currently broken in batchmode in the latest version of Unity. Bug here: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Don't try reloading the UI if we're quitting. It'll be null now anyway.
Extra checks on CharacterEyes
Reverted my bootstrap reload code. Returning to menu can be handled properly at a later date. See: Untitled_Game_Issues/issues/117
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Improved door interaction
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Fully integrated the new payphone model
Nav arrow movement improvements
One file didn't get committed
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.
Better randomness on payphone gen
Clients handle having NetworkEntity targets in missions that are outside of their NetworkGroup. Now mission targets simply move temporarily to the global group. I may update this to have it only send to the mission runner, since if a lot of people are doing missions, each player will be getting a lot of random stuff they don't need.
Fixed shops, which I broke earlier. :(
Mouse on mission info screen
Fixing up several things with delivery missions and items
Store prices use the item amount
Added a note to explain things
Simplified the Gun.cs reload method. The other changes are just renaming.
Refactored the reload check methods
Forgot to save one file for last time.
ItemHolder interface method can use the unified inventory.
Delivery missions have the target actually take your item on delivery
Missions looking pretty good. Merging into Main.
Get rid of the warning for setting later in OnValidate, plus clearing unused meta files again.
Reading changeset info from the buildinfo file. Uses BuildInfo.cs from the Facepunch plugins repo.
Switching the buildinfo file location back
Temp trying something... Moving jenkins build info file
Fix that didn't make it in.
Cherry-pick merge of world time changes into Main
OnServerInitialized call is back.
Fingers crossed this should fix the build
Improved door interaction hover info.
Stopped character and vehicle sends from doing any work if they have zero subscribers.
NetworkEntitity props now slot into the KD tree on the server, and the city navmesh includes them when generating.
Merging player welfare additions into Main.
Fixed initial spawn skip option not working.
Better interpolation timing when first joining. No more getting thrown onto the worst setting.
Merging in NPC interaction branch.