8,451 Commits over 2,131 Days - 0.17cph!
Nav arrow movement improvements
Merging my mission stuff into this branch.
Fixed the save bug from last month's playtest with improved sorting of the save data. NetworkUsers must spawn before player characters.
Fixed NRE when finding criminals that's dead.
Added server autosave on quit, if autosaving is turned on
Timed right-click item transferral was glitchy with network latency. Removed the timer (with Bill's permission), which has MOSTLY fixed the issues. Still some glitchiness if you right-click very fast but no major errors.
Fixed remaining right-click loot glitchiness
ScareNPCs works properly now
Hooking more stuff up to crime manager.
Crimes shoud now get serialized and show in the crime log UI
Remove crimes from criminal
Fully integrated the new payphone model
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Improved door interaction
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Added a proper definition for wanted levels
Reload bootstrap on quit, seems to be working OK now even without the transitional "unload" scene
Missed a file in the prev commit
Instance null check that's needed on exit in C+S mode
Did some work to make it possible to successfully quit a game and rejoin (or join another one) on the client. The server can rely on the fact that it loads once and never changes levels, but the client can't, and it needs to clean up statics and the bootstrap scene correctly.
Allow building debug server without building release version as well
OUtlineEffect for client only. Fix NRE on built Server
Get rid of outline warnings
Has to remove all WaitForEndOfFrame use on the server due to this regression bug in the latest Unity version breaking it when in batchmode: https://issuetracker.unity3d.com/issues/waitforendofframe-doesnt-execute-in-batchmode-on-built-project
Killed all the garbage generation from NetworkStats. Keys were NetworkMessageTypes but enums cause boxing when doing comparisons, generating garbage. Switched to using ints which eliminates the garbage
Updated how wanted works.
Wanted cooldowns based on wanted levels now.
hud now shows starts when wanted
Messing with crime detection radius
Server garbage gen reduction
You now get transported to jail on death if you're wanted
Using pooling with InputMessage to save on a lot of garbage. Still testing this one.
Added pool size checking (editor only) to make sure we can't break pooling without noticing.
Fixed CharacerState not repooling in Client+Server mode. This was an old issue that I only just discovered.
Fixing up a couple of other things that were borked in CLIENT+SERVER mode
Respawn at a proper position when released from jail