8,451 Commits over 2,131 Days - 0.17cph!
Added random name generator. Not actually used yet.
New interaction system for NPCs. Stops their huge hitboxes blocking interaction with other interactables like doors etc when they get in the way. May need some tweaks.
NPC names set and synced to clients
Set player name labels to match the NPC ones
NPCs show name labels like players do (not just when aiming at them), but hides when full stats are shown. Looks a bit janky ATM.
Some label jankiness reduction
Simpler label system. Should've done this originally.
Changed INetworkUser into INetworkCharacter for increased clarity
Fixing interaction issues.
Interaction bugfix. Occupied text shows again.
Merging in NPC interaction branch.
Better interpolation timing when first joining. No more getting thrown onto the worst setting.
Fixed initial spawn skip option not working.
Put all the bootstrap-scene managers into a parent GO.
Separated welfare system from the NPC system. Both players and pedestrians now get welfare payments.
Stopped welfare payments to players that are disconnected
Made welfare pay once a day using the TOD system
Removed seconds from TOD display
Final work for the welfare system
Merging player welfare additions into Main.
NetworkEntitity props now slot into the KD tree on the server, and the city navmesh includes them when generating.
Stopped character and vehicle sends from doing any work if they have zero subscribers.
Improved door interaction hover info.
Going to do some quest/mission work
Merging Bill's existing Quest work into my Missions branch.
Working on a more generic one-user-at-a-time interaction system
Improved my single user interactable base class
Payphones spawning on maps
Basic phone interaction scripts.
Made a basic (non-functional so far) payphone interface
Added phone auto (CC0 licenced from Freesound, with some cutting and cleaning up)
Added mumbles (Freesound CC0, edited)
Added keyboard controls for payphone UI
Networking for the payphone
Using AsyncRequest in the payphone UI for cleaner async networking. Gets mission details from the server.