8,451 Commits over 2,131 Days - 0.17cph!
Fixed payphone highlight bug
Fixed gang building payphone positioning bug
Fix gang HQ stuff init order being backwards, causing NetworkEntity linking issues on client
Unrelated to missions: Fix awkward power line basing placement
More payphone stuff. Gang building payphones now actually spawn.
Adding payphone location markers to gang buildings + fixing old bugs
Added wall payphone building prop for gang buildings to use
Highlight payphones if new missions becomes available
Moved subscene folders into subfolders.
Better UI info for mission tasks and prereqs
Fix/improve task/prerequisite stuff
Missions and payphones now fully working again, with all the new systems
- Changed mission definition Unique ID and Phone Number to be the same thing, with the phone number pre-generated as a constant thing. Refactored PhoneNumberManager.
- Got all mission list UI working again.
Map stuff, prop subscenes...
Working on payphones/payphone UI
- New unique ID system for Character Type and Mission Definition.
- Moved character type def stuff out of Bootstrap.
- Got rid of the mission VariableParams thing.
- PCMissionUser syncs data to owner client: Owner client and server can now both check mission prerequisites.
- Big update to how payphones work; this is still WIP.
- Network++.
split up brick01 and concrete01 building trim prefabs and rebaked and retextured, removed old ones
Added subscene grid system.
Package updates and error fixes
Small possible optimisations...
Cleaned up profiler samples
Add completed missions to the list
Moved IMissionUser content out of the PlayableCharacter itself and into the new PCMissionUser
Mission content is now in a WiseGuys.Missions namespace
Created blank tutorial missions. Made other payphone mission types require completing the tutorial ones first.
Rebuilt asset IDs, which has updated some prefabs.
Totally refactored missions from ScriptableObjects to prefabs with tasks attached, and wrote a bunch of editors and property drawers to make the whole thing more usable.