13,068 Commits over 2,769 Days - 0.20cph!
Slightly more descriptive failure messages.
Fix network version changes in #8430 - now assigning client protocol so the client isn't always rejected.
Merge cop AI fix Main -> Missions
Fixed cop AI getting confused about arrest vs. shoot when close to NPC criminals
Merge mission branch changes -> Working
Horn stops when you get out of the car...
Car horns can now be held down to be even more annoying. Network++
Not a mission thing but by popular request... added car horn
Refactor checkpoints to allow a distance range
Rewrote entityBehaviours as an array, and looping through it with for loops instead of foreach, for much improved performance
Disable distant payphone world-space mission list UI (performance)
Removed all payphone lights (performance)
Fixed UIInfoMessages not clearing on disconnect, and staying up forever on reconnect
Missions now end if user disconnects, fixing issue with OBSERVERS_ONLY (see Pivotal Tracker #167505038)
More checkpoint work + extras
Disabling always run in test game modes
Stop my debug stuff from applying to NPCs
Fix point-of-interest UI screen aspect ratio issues
Change my dev test params a little
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