2,811 Commits over 1,918 Days - 0.06cph!
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Removed payphones from map prop list
No damage anymore from shooting (or punching) members of your own gang
- AutoDestroy now destroys NetworkEntites correctly
- Added AutoDestroyEmptyContainer, and empty loot containers now auto-destruct early
- If a player is interacting with the loot container that gets destroyed, the UI for it is now closed correctly
Let gang visual sets be set correcting in combined CLIENT+SERVER mode, for easier testing.
Made testmap_smaller even smaller. Maximise loading time when testing.
Mission arrow scale adjustments
Better gang visual set assignment
Make the mission screen not show missions that aren't active. It was confusing people
merge-added icons and materials for UI and a few fixes
Refactored how characters and NetworkUsers link. Should remove issues with networking order.
Fix door interaction NRE issues
Made the player icon on the map also indicate which way the player is facing, because I had no idea where I was going half the time
Fixed testmap lot that was 40cm out.
Ragdolls had lost their AutoDestroy scripts. Brought them back
Changed how the no-gangs-map debug gang works. Won't ever happen accidentally in builds now.
phone name next stored number (forgot to check in)
More missing ending conditions
Gang building styles. Leader names are shown in phone book.
Mission working clarification + other mission stuff
Adjusted ambient lighting a bit. Fixed ragdoll bug.
Voice recorder null check
fix for gliding characters?
phone fix. Gang select tweak.
Gang missions now only start if there are players connected in at least two gangs
New mission structure. Merging in.
cellphone viewmodel / worldmodel