branchwiseguys/main/Working/New Mission Systemcancel

112 Commits over 30 Days - 0.16cph!

5 Years Ago
Merge cop AI fix Main -> Missions
5 Years Ago
Horn stops when you get out of the car...
5 Years Ago
Car horns can now be held down to be even more annoying. Network++
5 Years Ago
Not a mission thing but by popular request... added car horn
5 Years Ago
Mission edits
5 Years Ago
Refactor checkpoints to allow a distance range
5 Years Ago
Rewrote entityBehaviours as an array, and looping through it with for loops instead of foreach, for much improved performance
5 Years Ago
Disable distant payphone world-space mission list UI (performance)
5 Years Ago
Removed all payphone lights (performance)
5 Years Ago
Fixed UIInfoMessages not clearing on disconnect, and staying up forever on reconnect
5 Years Ago
Missions now end if user disconnects, fixing issue with OBSERVERS_ONLY (see Pivotal Tracker #167505038)
5 Years Ago
More checkpoint work + extras
5 Years Ago
Disabling always run in test game modes
5 Years Ago
Stop my debug stuff from applying to NPCs
5 Years Ago
Fix point-of-interest UI screen aspect ratio issues
5 Years Ago
Change my dev test params a little
5 Years Ago
Changed how checkpoint indexing works to support multiple players with missions at the same time on the server. ++Network
5 Years Ago
Allow multiple location status events to be active at once. Server needed this to support missions being run by multiple players at the same time with active checkpoints in the same spot. Players could end up with someone else's trigger "on top", preventing them from triggering theirs.
5 Years Ago
Restore checkpoint mission types.
5 Years Ago
Round-based code fix. I think that "StartTrigger" is meant to be there for both
5 Years Ago
Added a new dev bool to the WiseGuysTools window for fast testing: "Bill B's dev testing mode". Also added WiseGuysTools param access to WiseGuys.cs, allowing for checking params without #if UNITY_EDITOR flags everywhere.
5 Years Ago
Fixed world-space UI mission info not showing up on normal payphones
5 Years Ago
- Fixes WaitForNextSendTick, so that it always waits correctly for the send. Fixes missions not showing that they've failed if they fail immediately. - Also fixed NRE if a mission is started with a mission user whose character is null or dead.
5 Years Ago
Tell mission target character types not to drop items on death
5 Years Ago
Merge fixed Main -> Mission branch
5 Years Ago
Increase mission rep boost
5 Years Ago
Mission edits
5 Years Ago
Another bugfix
5 Years Ago
Fix missing client/server define
5 Years Ago
Bug fix etc
5 Years Ago
All missions applied to gang payphones
5 Years Ago
Allow gang rep requirements to be done via payphone as well more mission reuse
5 Years Ago
Automatically add gang rep on gang payphone missions, so I don't have to manually add it to missions, and missions can be reused by different gangs
5 Years Ago
Merge my new missions
5 Years Ago
Move code
5 Years Ago
Increase refresh dist
5 Years Ago
Reinstated payphone distance highlighting so the player doesn't get guided to gang payphones unless they're already close
5 Years Ago
Only highlight gang payphones
5 Years Ago
Improving payphone highlight/unhighlight behaviour
5 Years Ago
Minor edit
5 Years Ago
Adjust bonus item grants in debugging
5 Years Ago
Missed one script in previous commit
5 Years Ago
Gang reputation mission prerequisite now working, plus PCNonPlayerGangs edit.
5 Years Ago
Esc menu UI edit
5 Years Ago
Network++. Reducing the number of settings needed in game modes to turn on/off menu buttons etc. More automation.
5 Years Ago
Added gang reputation UI
5 Years Ago
Working on non-player-gang UI
5 Years Ago
Game modes set up gang safes or payphones as needed.
5 Years Ago
Don't show gang signs or map icons for game modes that don't use them
5 Years Ago
Serialize gang HQ in a better way, make spawning safe/payphones optional. Network++