199,209 Commits over 4,140 Days - 2.00cph!
Fixed Showmans gang spelling on gang select screen
Bit of a hack, but fixed init order for gang mission object vs. entities registering
Fixed load game screen not refreshing properly after deleting all saves
Fixing global network entity stuff for missions
Adding this mission feature: "The money that's given to the gangs to buy the package will be random. No less than what the package is worth but sometimes more. Neither gang will know how much the other has so they'll need to negotiate a price too."
Give gang safes a bit of helpful stuff to start with (per Bill F request)
Stop EffectSettings errors when loading keywords that couldn't load in build (need to figure out why keywords aren't loading though)
Merge from UI.
NPC tweakage.
Fixed tribe members not being visible during the Tribe Create process
Keywords utility build fix
Added independent water reflection probe that includes sun/moon (TOD)
Removed sun/moon from main reflection probe + reduced resolution (TOD)
Updated custom shaders to new probe; fixes skin sun reflection highlight in shadow
Select a random container in the world for package missions
wip currency/unlocks
protobuf
deleted placeholder unlock items
Fixed mission nonsense with items that stack
Touched water shaders to fix refl quality 0
Fixed mission info not setting correctly on client in some cases
Fixed potential NRE in LoadGameWidget caused by null save games list. List is now initialized in the field, upload SaveLoad API methods to take a list rather than outing one
Don't hide some player stats from inventory ui just because they're low.
Show a notice on the ui navbar when there are talent points available
arrow texture updated/uvs
Session scene loading cleanup
Hacky fix for navmesh agents not being placed on a navmesh in certain scenes
Fixed rare packet corruption when network encryption is enabled
EAC integrity violation is logged as error
wip unlocking/equipping ui
Fixed ListComponent sometimes having instances in its list that are disabled (because they were added in Awake)
Switched refl probes time slicing to all faces
customisation UI buttons now listen to item unlock success/fail events, modify properties accordingly
If you can afford an item, clicking unlock now sends request to server.
Server unlocks items if the player record has enough currency, sends success or fail response message and new currency balance.
Unlocked items get added to playerrecord id list.
garage door polish, balance, sounds, skinnable
code lock has a filler mesh between the two sides now
increased ceiling light rope length
netting double sides with slightly increased health
manifest