8,451 Commits over 2,131 Days - 0.17cph!
Bit of a hack, but fixed init order for gang mission object vs. entities registering
Fixing global network entity stuff for missions
Adding this mission feature: "The money that's given to the gangs to buy the package will be random. No less than what the package is worth but sometimes more. Neither gang will know how much the other has so they'll need to negotiate a price too."
Give gang safes a bit of helpful stuff to start with (per Bill F request)
Select a random container in the world for package missions
Fixed mission nonsense with items that stack
Fixed mission info not setting correctly on client in some cases
arrow texture updated/uvs
Working on cash delivery task and updated package mission structure
Have mission info fit on screen a bit better
Working on another new gang mission set.
Receive task that takes a specific instance instead of a definition
Added a task for acquiring a specific instance of an item
Specific item instance versions of Transfer and Deliver tasks as well
Fixed voice chat glitchyness
Phone doesn't close when you press "2"
cellphone viewmodel / worldmodel
Merge in the latest from Main
Allow receiving mission items into any container
Don't care about null NavTargetEntities so much
Testing and fixing issues with the new mission structure
Stop medikits complaining
Let ReceiveSpecificItemTaskInstance look for the specific item entering gang inventory, since unlike ReceiveItemTaskInstance, the item can't be stacked or modified in any way so it should be safe
Fix mission task highlight ordering issue + make transfer targets global if they're containers
New mission structure. Merging in.
Gang missions now only start if there are players connected in at least two gangs