branchwiseguys/main/Workingcancel
446 Commits over 153 Days - 0.12cph!
Fixed buildings with stairs that either went too high or not high enough. Fixed some building part icons, and fixed a window type that was incorrectly scaled.
Moved DDraw debug skin so we'll know what it goes with. Also DDraw line endings fix.
Fixed mission font in DDraw GUI skin
Fixed the scoreboard on focus NRE, fixed public door collision and character cull errors.
Doors which are public / not ownable now spawn a different model and are invincible
Sorted out a load of icons
Fixed bug where items could be deployed before the item was in the correct container.
Added a couple more admin commands
Drug selling to NPCs now possible
Fix gizmos error when in editor
Prevent idiots from trying to spectate themselves
Merge in spectate changes, allowing admin spectate command to function.
Fixed C4 issues. Now sticks, added model etc.
Moved a couple of scripts
Fixed safes not being affected by c4
Closes the server of deed is null
Fixed light culling component
UV lights get destroyed after 1 week. Plants take longer to mature and yield less. They also clean up after themselves after a while if they're dead.
Generic package description edit
NPCs no longer keep generic mission packages in their inventory
Remove comment since it doesn't apply on the overridden method (comment has come from the base class method)
Corp safe OnDestroyServer call fix
Adjusted all testmap_small spawns to start on footpath and face a reasonable direction
Fix AI pathing through lot items that stick out beyond the lot
Fix empty lot walkable state
Fix NPCs getting stuck for a while if the closest valid place they can go is a scary place
Update road nav layer modifiers
Modified NPC stuck detection
Disable all agent navigation in buildings. Nav with generated colliders in buildings was causing issues - particularly sometimes sneaking through walls on buildings that don't have a bottom floor foundation. Don't think this used to happen, I suspect a Unity update at some point changed something. We'll just have no NPC/bot nav into buildings for now.
Unity really wants me to update these two prefabs in particular to include the new invisible flag.
When NPCs die due to pathing issues, don't drop inventory.
Give testing game mode NPCs some cash
Added a crude lightcull system for lights.
Added a convar to control grow rates
Sorted out options screen UI at different aspects as well
Fixed diagnostics UI being messed up in different aspect ratios