branchwiseguys/main/Workingcancel
446 Commits over 153 Days - 0.12cph!
Added a bank player component and prefabs etc
Added basic prison support to Cyka Blyat.
Merge the latest from Main
Bit of a hacky solution, but NPCs will now purchase up to 12 units of weed at a time, depending on their addiction level.
Fix ignore file - allow csproj files in Plugins subfolders.
Increase team DM required kills to 25
UI interaction crosshair now shows orange when interaction is there but not available
Update interaction prefabs
Interaction text UI now adapts to text length. No more overflowing building purchase text.
Fixed HUD interaction UI location. It moved around and could be right off-screen depending on aspect ratio.
Fixed a bug with rapid quit and rejoin that affected Team Deathmatch and potentially other modes
Fixed aspect ratio issues on end-of-round screen, and added Esc key to bring up quit dialog.
Remove old missing prefabs from my test scene
Fixed scoreboard UI going vertical if aspect ratio was too low
Fixed safes getting stuck "in use" (which was caused by an unauthorised player attempting to use your safe)
Increased cop "get out gun" distance from 25m to 50m. This was a user suggestion, so no complaining allowed.
Fix a few unclamped lots. Won't fix z-fighting when buildings back onto each other, but I think all side-to-side z-fighting should be fixed now.
Fixed double placement bug for deployed items (beds etc)
Increase minimum shader level to something that actually works
Updated fixedratestepped. Fixes 2day error probably. Keep an eye on this, could cause problems.
Rejoining when you already have a character is now more robust. It also now works correctly with the editor "fast countdowns" option enabled.
Bringing back UI debug as it's useful sometimes. Off by default.
Have item deployers only propagate to owner
Cops are now only half as accurate with their gun aim.
Updated all our imported Unity packages, including the Post Processing stack. Fingers crossed this might fix the "Resource ID out of range in GetResource" bug. All seems to be working well.
Basic system for allowing AI to sense characters making a loud noise. Probably better would be a "loud noises" list similar to the existing "scary places", that gets cop AI to look and move in the direction of a noise, without necessarily detecting the actual perpetrator. But this does the job for now.
Also added IItemHolderExtensions and removed some unnecessary stuff from the interface.
Cops now have a vision cone, can't magically see behind them.
Modified "bonus inventory items" supplied set. Plus a couple of new methods for ItemContainer
Trying fix for quit crash
Fixed a couple of the building defs
Added some bits to log the server errors.
Weed can't be sold in pawn shops any more
Close the mission info screen by pressing N again
Rewrote some highlighting code, and fixed character highlights staying in place when the character went into a non-visible mode on the client.
Remove script from character
Removed the old BroadcastMapPosition zombie highlight that was used for the original implementation of Z Game. The code was old and semi-broken and integrated directly into everything instead of being in the Z Game game mode itself.
Didn't mean to commit this old UI prefab
Adjusted spawn points a little.
Added some POI suggestions in the map view. Shows owned buildings.
Better icons, mapobject for poi
Clicking on the map now adds a POI
Fix missing #if server flags on new console commands that were preventing compile