8,451 Commits over 2,131 Days - 0.17cph!
Added ability to teleport players.
Added console command to teleport players to jail
Added some template crime stuff
Players get released from jail when the sentence is complete
Trying something with mission task definitions
Mission task definition stuff working, although it's probably a little overcomplicated
That's better. Remember your design patterns, kids.
Merge in Mission Definition changes since they turned out pretty well.
All existing mission stuff working, but delivery missions need more code to be completable.
Acquire item task working
Fleshed out crime definition
fixed idle animation not playing properly
Task definitions seem to need to be in files of the same name, like MonoBehaviours, to be attached correctly in the inspector (mission ScriptableObjects need tasks attached).
Fixes issues with triggering mission failure during mission task activation. Some other sanity checks.
Added shared context to missions so tasks can pass information between them. Delivery tasks now check that the player still has the item they were assigned to acquire.
Delivery missions give an additional payout to reimburse the mission runner for the item's value.
Standardise the fail messages
Info messages wait until any open UI overlays are closed
Added logging to the crime manager, stopped old crimes from being logged.
Missions looking pretty good. Merging into Main.
Delivery missions have the target actually take your item on delivery
ItemHolder interface method can use the unified inventory.
Forgot to save one file for last time.
Refactored the reload check methods
Simplified the Gun.cs reload method. The other changes are just renaming.
Hooking more stuff up to the crime manager
Fixed prop spawn mismatch between client and server.
Added a note to explain things
Store prices use the item amount
Fixing up several things with delivery missions and items
Mouse on mission info screen
Fixed shops, which I broke earlier. :(
Started working on something to handle sending player data when needed, but going to do it a different way. Committing this in case I ever need it back.
A crime can happen at multiple locations
Added recent crimes. These are crimes that have not been reported / observed yet
Clients handle having NetworkEntity targets in missions that are outside of their NetworkGroup. Now mission targets simply move temporarily to the global group. I may update this to have it only send to the mission runner, since if a lot of people are doing missions, each player will be getting a lot of random stuff they don't need.
Shared knowledge is gone. NPCs now look at CrimeManager for crime information.
Better randomness on payphone gen
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.
One file didn't get committed