8,451 Commits over 2,131 Days - 0.17cph!
Simplified - Decided missions don't actually need to know about THE package, and just knowing about the definition rather than the instance is enough. If missions end up with multiple packages, they can be different types (or the code can be updated).
Delivery mission task work
Phone serialization and client and server error fixes.
Refactoring the mission system to allow the extra nuance gang missions need. Tasks can now have certain parameters set that are ScriptableObjects themselves, which simplifies the number of different task types we'll need.
All payphone missions working again with the refactored mission system
Renamed class, closing ui ends a call, you can no longer call yourself, stopped dial sound when not dialing.
undone merge, something fucked up
#if CLIENT'd some UI code
Should be properly merged now...
Gang mission tasks set up
Destroy gang mission package when the mission is over
Classic Unity null overriding fix
A safe spawns in gang buildings, though it can be hard to find...
Safes face the right way (towards the center of the room)
Gang HQ safes try to spawn on the first floor
Add safe contents to gang inventory change event
Gang mission fixes and UI work
gangster models / prefabs
Phone almost ready to use voice.
Fixes, UI, etc for missions
Select mission gangs randomly again
Gang mission data gets copied to client in combined C+S mode
Let arrow point to received stuff in the gang safe. Don't end the receive task until someone's picked up all of it.
Nav arrow for gang missions
Modified the mission system so everything is set up when the mission is first created. No more trying to keep up with item assignments changing, finding new targets etc.
Fixed mission payout info bug
Phone, probably broke but need build to test it.
Working on user visible events on gang missions