8,451 Commits over 2,131 Days - 0.17cph!
More character refactoring. Still creating the outward-facing interfaces
Verious refactoring magic
Moving inventory to server/owner only
Character sync not for humans. Don't waste network bandwidth.
NetworkSyncStats. A spinoff from NPCStats
The beginnings of item trading
More. Started a sort of stopgap PersistentPlayer class solution.
Health events. IPlayerHealthEventReceiver
More character refactor. IVehicleUser etc
Added IsAlly. Technically this one could be CharacterServer only, but it doesn't need to be (the data is available on all).
Working on character refactor idea
Too many classes. Trying something else.
Working on a glorious (or equally likely terrible) new character refactor that will unify the network types and bring balance to the force.
Really early, basic, totally broken framework for a character class refactor.
Proxy players don't need inventory at all, only server and owner do. But at the moment it all gets synced anyway. Working on removing that. Code structure for things on server and owner client but NOT proxy sucks too. Maybe I can do something about that.
Last gang member clears correctly when they leave and the gang disbands
Disable What's New screen again for now
Fixed error, builds now fail properly.
Fixed deployable item placement, which was broken by the non-alloc physics merge. The Unity default for OverlapSphere is QueryTriggerInteraction.UseGlobal, but the GamePhysics default is QueryTriggerInteraction.Ignore
Reduce squatter time from 4 to 3 mins
Re-enabled and updated What's New
Fix some door duplicate code + a switched a bool that was the wrong way around
Always allow closing open doors. This could benefit from the pie menu as it should really be possible to buy buildings with open doors too. You'll now need to close a door to buy a building, but at least if you open a door from the inside of a building that you don't own, you can now close it again!
Made door forcing interaction text clearer
Door damage. Basic but working.
Client door damages passes on to server. Same method as vehicles use.
Door opens when HP reaches 0