8,451 Commits over 2,131 Days - 0.17cph!
Disabled What's New screen again
Hit indicators work again
Merge character visibility improvements and fixes
Merge vis changes into Bill's branch too
Items can now filter their sub items.
Refactored NetworkEntity instantiation. We weren't digging recursively into grandchildren so when a player joined a game, if other players were in vehicles, their held items wouldn't sync due to the vehicle -> player -> helditem heirarchy skipping the grandchild. It was being sent from the server but not read by the client.
Increase weapon prices in stores
Show prison time remaining in the HUD
Show timer times always in real time (not game time)
Sync prison times to the client so timer can be shown. Also ended up having both mission and prison times in game time rather than both in real time.
Unschedule sun events on destroyed vehicles
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
Changed medkit use from automatic when selected (which was meaning people kept using them accidentally) to quickslot-based, pressing left-mouse or E to use when selected.
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.
HeldItemModels doesn't need to be public. Just looks confusing in inspector.
Show current total cash in HUD
Merge latest Main into Wallet branch. Wallet gets cash in HUD + this sorts out some merge conflicts before they get any worse.
Got interaction with dropped world items working correctly
Converted some plots on testmap_small to commercial and added a placeholder gang building.
Buy and sell shops no longer accept cash.
Cash on HUD shows correct amount now
Cash gets decreased if you die or go to jail
Just need to serialize cash now.
Oops, didn't mean to leave that ridiculous LINQ conversion in
Oops, didn't mean to leave that ridiculous LINQ conversion in
Updated placeholder gang building
Let units know the lot type. Commercial buildings with buyable units will be ownable by gangs, and residential buildings with buyable units will be ownable by individual players.
Adding gang building door interaction
Refactoring door interaction, moving the state more into the unit than the door itself.
Serialize cash, testing separate client and server.
Must be a gang leader to buy a commercial building
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Give testmap_smaller a commercial plot.
Update gang building asset ID
Gang members can use their gang leader's buildings
Fixed door interaction state bug
- Door class was getting a bit intense with the #if DEFINES. Split it into Door, Door.Client, and Door.Server.
- Refactored door interaction. It's now simpler with no more need to keep asking the server for the current state.
Mission updates cash now. Stops cash from spawning.
Gang members now respawn in gang buildings
Check for obstructions (furniture etc) before spawning in gang buildings
Discard any too-small rooms for gang spawns early, so spawn attempts aren't wasted on them
Got the rotation of spawn points actually working, putting the characters at the correct starting rotation. Required setting the character's eye angle rather than their transform angle.