4,370 Commits over 1,308 Days - 0.14cph!
Changed how checkpoint indexing works to support multiple players with missions at the same time on the server. ++Network
Allow multiple location status events to be active at once. Server needed this to support missions being run by multiple players at the same time with active checkpoints in the same spot. Players could end up with someone else's trigger "on top", preventing them from triggering theirs.
Restore checkpoint mission types.
Round-based code fix. I think that "StartTrigger" is meant to be there for both
Added a new dev bool to the WiseGuysTools window for fast testing: "Bill B's dev testing mode". Also added WiseGuysTools param access to WiseGuys.cs, allowing for checking params without #if UNITY_EDITOR flags everywhere.
Fixed world-space UI mission info not showing up on normal payphones
- Fixes WaitForNextSendTick, so that it always waits correctly for the send. Fixes missions not showing that they've failed if they fail immediately.
- Also fixed NRE if a mission is started with a mission user whose character is null or dead.
Tell mission target character types not to drop items on death
Merge fixed Main -> Mission branch
Fixed NetworkEntity load ordering issue, if PCNonPlayerGangs loaded before NonPlayerGang. Network++.
Kill spawned NPCs on mission end
Remove checkpoint missions for now, until I sort out bugs with multiple players doing checkpoint missions at the same time
Cops shoot at NPCs and zombies instead of trying to arrest them
Partially fixed the prison spam bug
Fixed a couple of potential NREs
Clean up checkpoint icons on failed checkpoint missions
Missions no longer give out free weapons
Adjust time trials, maybe fix checkpoint errors
Merge mission branch -> Working
Increase mission rep boost
Fix missing client/server define
All missions applied to gang payphones
Allow gang rep requirements to be done via payphone as well more mission reuse
Automatically add gang rep on gang payphone missions, so I don't have to manually add it to missions, and missions can be reused by different gangs
New NPC gang attack missions
Generalize the zombie kill mission task to cover and NPC type
Added helicopter mission type + asset ID re-scan that updated a bunch of prefabs.
Zombie mission improvements
Add zombie killing mission + other edits
Improving checkpoint calculation
Adjust checkpoint spawn systems
Checkpoint missions now working
Working on checkpoint mission task
New small industrial building for mission use
Expanding testmap_small for new mission content
Merge mission work -> Working branch