8,451 Commits over 2,131 Days - 0.17cph!
phone fix. Gang select tweak.
fix for gliding characters?
Voice recorder null check
Adjusted ambient lighting a bit. Fixed ragdoll bug.
Mission working clarification + other mission stuff
Gang building styles. Leader names are shown in phone book.
More missing ending conditions
phone name next stored number (forgot to check in)
Changed how the no-gangs-map debug gang works. Won't ever happen accidentally in builds now.
Ragdolls had lost their AutoDestroy scripts. Brought them back
Fixed testmap lot that was 40cm out.
Made the player icon on the map also indicate which way the player is facing, because I had no idea where I was going half the time
Fix door interaction NRE issues
Refactored how characters and NetworkUsers link. Should remove issues with networking order.
merge-added icons and materials for UI and a few fixes
Make the mission screen not show missions that aren't active. It was confusing people
Better gang visual set assignment
Mission arrow scale adjustments
Made testmap_smaller even smaller. Maximise loading time when testing.
Let gang visual sets be set correcting in combined CLIENT+SERVER mode, for easier testing.
- AutoDestroy now destroys NetworkEntites correctly
- Added AutoDestroyEmptyContainer, and empty loot containers now auto-destruct early
- If a player is interacting with the loot container that gets destroyed, the UI for it is now closed correctly
No damage anymore from shooting (or punching) members of your own gang
Removed payphones from map prop list
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Chat, people added to suggestions.
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
Started a notification manager thing but then decided to do things a different way. Just saving this work
Gang members get a notification when an enemy enters their gang building
Added notification when enemy uses gang safe