8,451 Commits over 2,131 Days - 0.17cph!
Temp fix for out of sync light events.
Fixing init order in CLIENT+SERVER mode
Fixing double EntityBehaviour serialize on server. Whole process might need a bit of a cleanup
Pedestrians only stop and look at you if you're holding a sellable item they actually want to buy (they still mightn't be able to afford it though)
Merging in the latest from Main.
Changed initial spawn skip to work with loaded saves
Stop setting stuff twice, NPCs stop complaining. Deleted orphaned meta files.
shared textures and furniture updated-merge
Removed ability to load saves anytime since it was broken. Easier to just allow loading saves on startup.
Existing entities in scenes now show up on clients again
Fixed door animations + simplified code
Allow selling more drugs during JustBoughtItem state, so you can do rapid-fire sales. Less getting shot during shady double sales if you're quick.
Fixed double init on NetworkSimulator. Removed unnecessary warning.
Now generating the city before spawning in entities. Makes sure NPCs can start on a NavMesh in particular.
Removed load option in console since loading is only allowed on startup now
Got saving and loading buildings working correctly. Doors elude me.
Don't think this hack is needed anymore.
Telling placeable items to save.
Fixed cops reloading too often
Beds remember who owns them through save/load
Fixed bug with respawn order if:
- Save was loaded by server where player had a bed
- Player was dead at time of save
- Player joined the game and requested spawn list
Added a crude network stats tool to show what kinds of NetworkMessageTypes are using the most bandwidth.
Restructured the unified inventory. SetDirty now correctly calls on the sub-inventories and not on the base character
Turned transform sync off for dropped items.
Merge latest in from Main
Accidentally turned saving off on vehicles
Doors now come up with the same inside/outside results whether they're new or loaded. Unfortunately instead of loaded doors sometimes getting the wrong result, not they both get the same wrong results. At least it's consistent...
All items now have their own price
Started looking into adding a mission framework
Quests are now missions. Quest sounded gay.
Finally got doors saving and loading their details correctly. Also moved door init code back to where it used to be originally.
Fixed navmesh generation on loaded games and CreateMapObject calls from server side.
Merging in that latest from trunk