2,811 Commits over 1,918 Days - 0.06cph!
Better randomness on payphone gen
Clients handle having NetworkEntity targets in missions that are outside of their NetworkGroup. Now mission targets simply move temporarily to the global group. I may update this to have it only send to the mission runner, since if a lot of people are doing missions, each player will be getting a lot of random stuff they don't need.
Fixed shops, which I broke earlier. :(
Mouse on mission info screen
Fixing up several things with delivery missions and items
Store prices use the item amount
Added a note to explain things
Fixed prop spawn mismatch between client and server.
Simplified the Gun.cs reload method. The other changes are just renaming.
Refactored the reload check methods
Forgot to save one file for last time.
ItemHolder interface method can use the unified inventory.
Delivery missions have the target actually take your item on delivery
Missions looking pretty good. Merging into Main.
Get rid of the warning for setting later in OnValidate, plus clearing unused meta files again.
Reading changeset info from the buildinfo file. Uses BuildInfo.cs from the Facepunch plugins repo.
Switching the buildinfo file location back
Temp trying something... Moving jenkins build info file
Fix that didn't make it in.
Cherry-pick merge of world time changes into Main
OnServerInitialized call is back.
Fingers crossed this should fix the build
Improved door interaction hover info.
Stopped character and vehicle sends from doing any work if they have zero subscribers.
NetworkEntitity props now slot into the KD tree on the server, and the city navmesh includes them when generating.
Merging player welfare additions into Main.
Fixed initial spawn skip option not working.
Better interpolation timing when first joining. No more getting thrown onto the worst setting.
Merging in NPC interaction branch.
Simpler label system. Should've done this originally.
Some label jankiness reduction
NPCs show name labels like players do (not just when aiming at them), but hides when full stats are shown. Looks a bit janky ATM.
Set player name labels to match the NPC ones
NPC names set and synced to clients
New interaction system for NPCs. Stops their huge hitboxes blocking interaction with other interactables like doors etc when they get in the way. May need some tweaks.
Added random name generator. Not actually used yet.
Players connecting auto-select their first inventory slot item (if there's an item in the first slot)
Nav obstacles for all props except beds.
Did I turn NPCs off? Turning them back on.
Made skidmarks look better because it's not 1995 anymore and we can handle a single 4096-poly mesh. ??