8,451 Commits over 2,131 Days - 0.17cph!
Better gang notifications
Stop gang members from getting object highlights on items for OTHER gang's missions
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.
Added a bool to control whether you spawn in gang buildings or not
gang member count on join gang screen.
fixed @gang duplicate messages.
Working on a simple trading table
Don't need trading_post mtl
Cleaning up some warnings
Readonly item icons for trade screen
Working properly with client/server and delayed deserialize
Give the tading screen an inactive state
Must've been half asleep when I wrote some of the previous trade code. Here's some stuff that works.
Looking at using observer instead of groups.
Trading now working all the way through
Cherry picked Pauls changes
Fixed a tricky trading bug. Refreshing both container UIs when either one changed was no good - one would try to refresh with outdated info, and could throw an NRE in certain situations.
Re-centered the map position arrow
Reordered some map elements. Player, mission, and building icons now sit on top of the grid instead of under it.
Merge basic trading system into Main. Not integrated into missions at this stage.