8,451 Commits over 2,131 Days - 0.17cph!
Drugsell zone adding to list.
Changed lot spawner to RandomLotSpawner
Fixed item sell message
Update steam dlls
Sell sign only for local player
Added CopyToWithRepool for Character state. The generated CopyTo doesn't handle poolable types within poolable types very well. Copying to a new instance makes a copy of the original class' MotorState (if it has one), and assigns it to the new instance's MotorState. If the new instance already had a MotorState assigned, it'll now no longer have a reference and never get re-pooled. CopyToWithRepool safely disposes and re-pools the old MotorState if it has one.
Also added CopyToDirect, which copies a CharacterState without creating a new CharacterMotorState object like the generated CopyTo does
CharacterState pooling work. NPC movement currently broken
Moved CharacterClientProxySub
WIP texture updates - backup
Pooling work, fixing leaks and reducing object creation for CharacterState and CharacterMotorState
chimney and car wheels added
Updated what's new screen. Added a UI hack.
uniform texture updates WIP
DrugSellZone visuals work+ refactoring
Fixed a bug where characters that died while they weren't visible to the player could have their ragdolls spawn in the wrong place.
Made the What's New come up on start, ready for the playtest
Fixed vehicle sounds and other vehicle state issues.
Bin spawn changes, console command changes.
Updated Facepunch.Steamworks
Updated Facepunch.Unity
Updated Facepunch.System
Removed old exception reporter
When not looting a container, right-click in inventory switched items between main inventory and belt (if there's room).
Basic fix for any calls to IsHumanOwner while NetworkUser is null.
Fixed pedestrians not running from crimes in Bill's updated crime system.
More crime flee work, taking the crime's radius into account
NPCs now take all crime locations they are in range of into account, and flee from the closest one. Although getting a vector away from all they're in range of may be better.
Using Ritter's bounding sphere algorithm to include all crime points that overlap the NPC's location when calculating where to flee
AI avoiding locations they're afraid of
Somewhat unrelated work, resetting nav area costs correctly.
Better location avoidance, but paths can still go through avoided locations. Wonder if we can do something like a custom nav area per NPC so they can avoid different crime zones they know about.