8,451 Commits over 2,131 Days - 0.17cph!
Various refactoring to alleviate issues with items and ItemContainers. Still needs proper testing so this commit likely has bugs. Includes:
- Added differentiation between TAKING from ItemContainer and FINDING (getting info) in inventory.
- Fixed: ItemContainer's Find method was removing inventory items if the stack had to be split.
- Added protection for items containing more than maxAmount or less than 1.
- Fixed: Guns allowed items with 0 amount, where nothing else allowed below 1.
- New helper methods in ItemEx for consolidating items into stacks.
- New helper method in ItemEx for creating any amount of an item, respecting maxAmount and creating multiple if needed.
- Added warning in ItemManager if CreateItem is called with an amount > maxAmount, causing the amount to be clamped.
- Removed old methods in Item that did nothing or were unused.
Testing and fixing bugs in item stuff. Moved multi-item stack creation method from ItemEx to the main ItemManager.
More fixes. Everything tested and seemingly OK now.
Merge into main for item code refactor. See the big changelist on changeset #3261.
Working on selling to shops
Making modifications to interactables to allow for multiple actions.
Pawn shop transaction work
Pawn shop UI work, and removed public access to separate character inventories. Makes it clearer that the unified inventory is almost always the one you want to reference, and if not you can make a special method to call in Character.
Adjusted ladder movement and slowed down climbing up speed
Fixed a couple of NREs that drug zones were throwing in this branch
Ladder LODs, and switch ladder code orientation to match the ladder model.
chimney and ladder updated
Change LOD Bias from 5 to 1
Edit default config to also set LODBias to 1
Chimney prefab supports LODs
Added normal map support to the building shader for Paul
Put LOD bias back up from 1 to 4. The whole game seems pretty geared towards to the LOD multiplier that was set
Merge Pawn Shop into Main!
Reduced pawn shop payout from 75% to 50% - Mainly because it generally means less inventory-filling cash values.
Removing tanget calculation is ok on building shader. (it was for world space normal maps)
LODBias on 4 still has too much pop-in really. Just putting it right back up to the original setting of 5
Fixed character visibility calculation issues when objects (like streetlights) has colliders a little bigger than their visible meshes
Improving character visibility system on the client
Reduce raycasts for non-visible character checks from 3 to 2. Seems good enough
Player now looks for Interactable not IInteractable
Changed how busy inputs work. Pie menu interactions worka bit nicer now.
Include far clip plane in inview check