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446 Commits over 153 Days - 0.12cph!

6 Years Ago
Set door healths
6 Years Ago
merge
6 Years Ago
Tweak character counts
6 Years Ago
Merge drug dealer work
6 Years Ago
Merge drug dealer updates
6 Years Ago
Update player label UI to follow performance recommendations from https://create.unity3d.com/Unity-UI-optimization-tips
6 Years Ago
If the drug holder dies, drop the drugs instead of failing the mission and losing them forever. Need to sort out what happens if someone else picks them up though.
6 Years Ago
Introduced heroin to the game. Tweaked heroin drug mission.
6 Years Ago
Drug mission
6 Years Ago
Mission work, new payphone mission option, updated InfoMessage to support multiple messages.
6 Years Ago
Fixed ui.mission_list not swallowing input.
6 Years Ago
Merging drug dealer/npc commands work. Dealers not actually selling product right now, but everything else is working.
6 Years Ago
Doors are now using worlditemhealth / hit receiver
6 Years Ago
Some bits of tidy up with health
6 Years Ago
Merge
6 Years Ago
Merge wider doors
6 Years Ago
Right clicking items now moves items to an open container / back again.
6 Years Ago
Made prison area bigger. Whole island counts as prison now. Stops people getting stuck on the island if they escaped prison, and therefore didn't get teleported off when their prison time ended.
6 Years Ago
Cherry pick fix for serious NetworkEntityBehaviour mask bug.
6 Years Ago
Don't allow health damage before init. Attempted fix for "ghost cops". Also making sure base HP is at least 1.
6 Years Ago
Fix old comment
6 Years Ago
Fix AI fleeing code for bot players
6 Years Ago
Fixed disconnected players not getting their position updated on the client. IsActive checks on the client (active meaning connected) were overzealous.
6 Years Ago
Merge from Main to Working
6 Years Ago
Suppress warnings
6 Years Ago
Added support for custom mission task completion text. Makes things more understandable.
6 Years Ago
Make first task optional
6 Years Ago
Added a mission called GetTheMoneyAndTheDrugs that's similar to Bill's design. Added new CollectItem mission task type. Removed TransferCash task type since a normal ReceiveItem can be used for that instead.
6 Years Ago
Fix TransferCash mission task def name
6 Years Ago
Fix some mission comments
6 Years Ago
adjusted character culling routine. Will hopfully fix ghosting players.
6 Years Ago
Cleaning up warnings
6 Years Ago
- Fix unified inventory total cash change calculation. - Fix unified inventory Find and Take over multiple containers. Fixes show buy error when cash is spread between inventory and belt.
6 Years Ago
Deployables can no longer be stacked. Things like TVs etc. can still be placed on tables etc. though.
6 Years Ago
Fixed corporation, join / leave for infinite cash bug. Also stopped giving them money in the first place.
6 Years Ago
Players shirts will now match their corporation colour. NEEDS TESTING !!!
6 Years Ago
Minor edit
6 Years Ago
Turns out the giveTheItem flag has never been implemented. Implemented it, and NPCs no longer keep the items they buy (as was already intended).
6 Years Ago
Fix "Pending..." corp merge text appearing on the wrong corp for the requestee.
6 Years Ago
Several corp name/tint improvements: - Corp tint changes now update unit colour correctly when the unit is part of a larger building. - Corp name is now enforced as unique on creation, as well as on edit. - Corp name validity check after changes in now on server, not client. - Automatic corp tint colour now uses a golden ratio trick to keep tints as far away from each other in hue as possible.
6 Years Ago
Remove obsolete building colour tint code
6 Years Ago
Finally got a decent system in for cops to loiter around a bit after losing track of criminals, instead of just immediately walking off
6 Years Ago
Doubled door hp
6 Years Ago
TV placement exploit fix. Adjusted prices etc. on lots of core items.
6 Years Ago
Fixed a cash creation bug which was stopping users from withdrawing over a certain amount from the bank.
6 Years Ago
Minor performance fix for CanSeeATarget
6 Years Ago
Giving AI a brief vision boost when they get to the place they last saw a target, letting them see in all directions. Bit of a hack, but makes them look less dumb and is easier than having them actually look around.
6 Years Ago
Made characters within 10m of a cop always audible to them. Helps them see better without being omniscient.
6 Years Ago
Got permanently stuck working as it should
6 Years Ago
Better fix for stuck detection bug where the AI would get stuck in the stuck state, but this breaks being permanently stuck now. Need to fix that too.