2,811 Commits over 1,918 Days - 0.06cph!
Missions: Remember tasks even when they're already done, in preparation of being able to backtrack
Added NPC AI check when buying drugs that skips going to buy them if they have little cash. Has the added benefit of spreading out their visits to drug sell zones after server start, since welfare payments are staggered and they start with zero cash.
Fixed the Mafia building sign showing Sokolov instead of Mafia
Make a note that RequiredReversible does nothing yet.
Reserialize mission definitions
Working on a new mission feature
AcquireSpecificItemTask no longer needs a target - it now tracks the item's current container, and detects when it changes. Made package get mission work a bit better.
Removing new TransferSpecificItemTaskInstance code, it's not gonna work out.
Using IContainer instead of ItemContainer for some events. Helps with UnifiedInventory. Working on something for transfer item task.
Item receive mission tasks that use specific item instances tasks now don't complete until the item it actually removed from the container it's in. Also made ItemContainer OnDirty include a reference to the container itself.
Updater timer system for timed gang tasks.
Fixed safes deploying from inventory as actual safes instead of briefcases with safes in.
Remove users and unsub events if trading entity is destroyed.
Fixed trade bugs. Trade items no longer lost if character dies as they're given back BEFORE loot drops.
Simplifying mission code by removing personal character missions (at least for now)
Correctly show gang missions on the map
Added custom descriptions to some mission tasks. Edited default descriptions.
Added support for mission tasks to have custom descriptions per mission
Removing an accidental include which should also fix builds.
Make the package get mission wait time four minutes instead of 30 seconds
Integrated trading into gang missions
Spawn basic "trade location" objects randomly in cities. Going to use these for missions
New package get gang mission type
Merge basic trading system into Main. Not integrated into missions at this stage.
Reordered some map elements. Player, mission, and building icons now sit on top of the grid instead of under it.
Re-centered the map position arrow
Cherry picked Pauls changes
Looking at using observer instead of groups.
Cleaning up some warnings
fixed @gang duplicate messages.
gang member count on join gang screen.
Added a bool to control whether you spawn in gang buildings or not
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Stop gang members from getting object highlights on items for OTHER gang's missions
Better gang notifications
Added notification when enemy uses gang safe
Gang members get a notification when an enemy enters their gang building
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
Chat, people added to suggestions.