199,201 Commits over 4,140 Days - 2.00cph!
Moved a door in the new gang building. Two doors had overlapping interaction areas which would sometimes cause the wrong one to interact.
Leage panel unicode setup
adding rank icon font
tweak ui
Added missing #SERVER flag to cellphone
planters rarity tier 1
ceiling light rarity tier 1
guitar rarity tier 1
water purifier default
stone spear default blueprint
checking in rank icon stuff
League icons work, cleanup prefab, code.
Fixed door damage bug on client
More league entry panel UI cleanup
Moved medal code out of UILeagueEntry and into a new UILeagueMedal.
PanelLeageEntry prefab now has an instance of UILeageMedal.
UILeageuEntry inits it's UILeageMedal
added ColorNormal and ColorHighlighted to UILeagueEntry, local player's entry get's set to highlighted
Fix NRE on client when new players spawn into gang building, due to sync delays. Also set gang colours on gang spawn lots
Fixed RPC ordering issue causing gang drug sell zones to not show up anymore
Removed hole cutters on boarded windows since I kept getting invisibly shot through them
Moved mission payphone stuff into a sub-component of the mission manager
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Gang mission system initial commit
Refactored the mission system to support multiple players attempting the same mission. Gangs will be IMissionUsers (like players are for individual missions), with every member of the gang considered a mission runner.
Fixed some animation loop issues when crafting an item at a crafting table
Refactored UIUnitInfoPanel ready to start moving the duplicated code from a bunch of UI stuff into one place
refactored some attack util code to one place, attack bar prefab, attack bar code wip
vm cleanup and new arm mesh merge
Interactions module tweaks
Log a warning when desire selector finds existing blackboard data for the same key
wip attackstate refactor
wip CombatInteractionType
Merge from weekend_branch_4
More attack state work.
Grabber correctly set to not allow self targetting.
Deleted UIUnitCooldown.cs
Removed it from Unit_MiniFrame prefab, removed all references.
added vehicle components test scene
greybox chassis 2,3,4 modules
chassis hierarchical trees
Numerous post/lighting tweaks
TOD post effects have ImageEffectAllowedInSceneView attribute
Added Switch Raknet Plugin
Fixed invalid modules not being rejected by DecisionMaker.ScoreModules
Fixed water carving volumes not working with ocean plane (regression)
Cleaning up DM module scoring, high priority module handling
Fixed ClearBlackboardDesire not returning when it ends
module priority scoring fix
DecisionMaker.ScoreModules rejects modules that score 0
Added Decision.Success flag