8,451 Commits over 2,131 Days - 0.17cph!
Making the payphone UI nice with quick keyboard controls etc
Mission list appears on the side of payphones
MIssion list works in CLIENT+SERVER mode
Payphone mission list UI now showing the actual list for that phone
Making sure mission numbers don't repeat on the same phone
Going to move some stuff into a mission manager
Some improvements to StreetLights and WorldTimeManager. Time variation works now. Events can be scheduled from non-MonoBehaviours. Street lights don't check every frame.
Fingers crossed this should fix the build
OnServerInitialized call is back.
Cherry-pick merge of world time changes into Main
Fix that didn't make it in.
Temp trying something... Moving jenkins build info file
Switching the buildinfo file location back
Reading changeset info from the buildinfo file. Uses BuildInfo.cs from the Facepunch plugins repo.
- WorldTimeManager init order fix. Previously when in editor, two WorldTimeManagers would get created, breaking things. Also added protection against this.
- WorldTimeManager repeating schedule fix. Sometimes events were getting rescheduled such that they'd be scheduled for the same day by mistake, ending up in the past and never triggered.
- WorldTimeManager removed check every update for expired events, instead preventing events from being created in the past in the first place. Events that fire are removed, so none end up in the past.
Better way to handle phone numbers for missions. Global list, guaranteed unique + out of range protection. Still need to integrate with payphones.
Central mission manager work. Payphone mission lists expire and update, with missions changing every few hours.
Payphone glow effect work + mission instance rename.
Disable glow after user interacts for the first time after connecting
Payphone glow handling the fact that payphones spawn in and out on the Client.
Caching outline effect reference in MissionManager
Merging glow effect back into the mission branch.
Mission accept/decline and other mission work. Needs a couple of fixes.
The first of the promised "fixes"
Working out a framework for running missions, somewhat based on Bill's original work
Attach mission instance to the player that's doing it. Don't think the Mission Manager actually has to care what missions are active. There is some chance of double-ups if missions have no central controller but this can be handled by careful success/failure states (if someone else completes your hit mission you'll still "win" it).
Camera fix, getting settings back to how they were
Map button wasn't working. Added it.
Mission task work in progress. And adding mission target indicator to the game map
Restructuring mission tasks
Close the payphone interface entirely when accepting a mission
Mission instance data gets to the client
Mission navigation arrow thing
Arrow is better, faster, smoother