4,370 Commits over 1,308 Days - 0.14cph!
Working on modifying Gang HQ and player gang stuff to be separate from the newcoming non-player gang stuff
Gang-specific payphones now spawn per gang building
Fixed payphone highlight bug
Fixed gang building payphone positioning bug
Fix gang HQ stuff init order being backwards, causing NetworkEntity linking issues on client
Unrelated to missions: Fix awkward power line basing placement
More payphone stuff. Gang building payphones now actually spawn.
Adding payphone location markers to gang buildings + fixing old bugs
Added wall payphone building prop for gang buildings to use
Highlight payphones if new missions becomes available
Better UI info for mission tasks and prereqs
Fix/improve task/prerequisite stuff
Missions and payphones now fully working again, with all the new systems
- Changed mission definition Unique ID and Phone Number to be the same thing, with the phone number pre-generated as a constant thing. Refactored PhoneNumberManager.
- Got all mission list UI working again.
Working on payphones/payphone UI
- New unique ID system for Character Type and Mission Definition.
- Moved character type def stuff out of Bootstrap.
- Got rid of the mission VariableParams thing.
- PCMissionUser syncs data to owner client: Owner client and server can now both check mission prerequisites.
- Big update to how payphones work; this is still WIP.
- Network++.
Add completed missions to the list
Moved IMissionUser content out of the PlayableCharacter itself and into the new PCMissionUser
Mission content is now in a WiseGuys.Missions namespace
Created blank tutorial missions. Made other payphone mission types require completing the tutorial ones first.
Rebuilt asset IDs, which has updated some prefabs.
Totally refactored missions from ScriptableObjects to prefabs with tasks attached, and wrote a bunch of editors and property drawers to make the whole thing more usable.
Merge the latest to my mission branch
Available mission types system
Adding an EditorConfig to the project with our basic Visual Studio settings. Feel free to edit as desired.
Testing game mode edit only
Remove old DEBUG_STACK_LEAK compilation define in project settings
Give cops and dealers the higher tier weapons + fix another pistol name bug
Stop bots from hitting themselves + simplify IsPartOfShooter now that we don't use motor colliders anymore
Fix coroutine error when bot players die during a server tick where they also shoot
Reduced drug dealer HP from 1500 to 1000.
Added limit to payphone number length
Fixes proxy player recoil/shake, which weren't being applied to eye direction. CharacterEys script is now also on proxy players. Unfortunately this fix is pretty much useless for now since characters currently don't animate up/down aim while shooting.
Extra script for dealer AI. Didn't end up using it.
Give drugs as an editor bonus item by default, and more cash