8,451 Commits over 2,131 Days - 0.17cph!
Gang package get mission basics working.
Hide the mission package drop location in the task list
Working on a secondary timer that can be used with timed mission tasks
Put the backing on the separate panels, not on the base inventory, so it's not there all the time.
Visual timer for the wait task
Fixing some client/server issues
Put task description in game time, to match the timers.
Refactoring gang mission stuff
New package get gang mission type
Spawn basic "trade location" objects randomly in cities. Going to use these for missions
Integrated trading into gang missions
Make the package get mission wait time four minutes instead of 30 seconds
Removing an accidental include which should also fix builds.
Added support for mission tasks to have custom descriptions per mission
Added custom descriptions to some mission tasks. Edited default descriptions.
Removed all individual player mission stuff, with some refactoring to support it. Gang missions only now. Container types implement a new IContainer interface.
Correctly show gang missions on the map
Simplifying mission code by removing personal character missions (at least for now)
Fixed trade bugs. Trade items no longer lost if character dies as they're given back BEFORE loot drops.
Remove users and unsub events if trading entity is destroyed.
Fixed safes deploying from inventory as actual safes instead of briefcases with safes in.
Updater timer system for timed gang tasks.
Item receive mission tasks that use specific item instances tasks now don't complete until the item it actually removed from the container it's in. Also made ItemContainer OnDirty include a reference to the container itself.
Using IContainer instead of ItemContainer for some events. Helps with UnifiedInventory. Working on something for transfer item task.
Removing new TransferSpecificItemTaskInstance code, it's not gonna work out.
Removed all serialization usage.
Undone, probably not the best idea
Added some new projects to the plugins project. Removed NetworkEntity.EntityTransformSync
AcquireSpecificItemTask no longer needs a target - it now tracks the item's current container, and detects when it changes. Made package get mission work a bit better.
Working on a new mission feature
Reserialize mission definitions
Make a note that RequiredReversible does nothing yet.
Fixed the Mafia building sign showing Sokolov instead of Mafia
Added NPC AI check when buying drugs that skips going to buy them if they have little cash. Has the added benefit of spreading out their visits to drug sell zones after server start, since welfare payments are staggered and they start with zero cash.
Added more stuff to plugins project
Missions: Remember tasks even when they're already done, in preparation of being able to backtrack
Correctly end previous optional tasks when a later task is completed - Correctly end previous optional tasks when a later task is completed
New writer works. Need to cross reference performance with old writer.
EntityTransform stuff re enabled for now