8,451 Commits over 2,131 Days - 0.17cph!
Refactoring some of the easy stuff
Turned What's New back on
Working on a PersistentPerson thing for persistent shared character data for AI and humans
PersistentPerson work that might actually be OK
Set the local player in NetworkUser
Removed references to old money items.
PersistentPerson and gang stuff
Fixed a couple of places where I checked .price on cash without checking the amount
Merging in Bill's cash branch
Fix for Paul's updated briefcase being a briefcase for ants.
Changed GamePhysics calls to match Unity defaults on the same calls, for QueryTriggerInteraction. Fixed fists not working.
Fix another briefcasey issue
Add the amount of an item to dropped items
Merging in the latest from Main
Made What's New screen actually work
Experimenting with Character interfaces
Proxy players don't need inventory at all, only server and owner do. Removing inventory from proxys.
Continuing to refactor things out of the general character into more specific sub-areas. Motor this time.
Doing the same thing to inputs - Moving from the base Character to the server and owner, removing references from proxy.
Gang hq. Gang buildings will spawn differently.
Gang buildings are no longer spawned randomly.
A lot of changes here, but the main task completed is that a character's UnifiedInventory now only resides in the owner client and server, and not in the proxy.
Fixed ordering issue on vehicle exit, which causes item icons to not update correctly
Fixed player damage not working
Merge in the latest from Main.
Reverting new changes that have been moved to the branch.
Added map grid ref overlay
Removed ability to create gang. Removed ability to create emblem.
NPC inventory no longer needs to sync to clients at all. I needed to change how ammo is sourced so that the item doesn't need to be created for the HeldItem - it's now just a prefab reference on the HeldItem gun, which will lose support for using multiple ammo types in the same gun, but we don't do that anyway.
Fix for error if player gets a welfare notification right as they die.
Merge minor Character cleanup to trunk
Merging character refactor changes
Merge my character refactor changes
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed playtest InfoMessage bug reported by Ryleigh.
Fixed delivery missions paying extra
Made mission payouts clearer
Item rename so there aren't two different things both called "Table"
Added missing #if SERVER flag