8,451 Commits over 2,131 Days - 0.17cph!
Moved CharacterClientProxySub
CharacterState pooling work. NPC movement currently broken
Also added CopyToDirect, which copies a CharacterState without creating a new CharacterMotorState object like the generated CopyTo does
Added CopyToWithRepool for Character state. The generated CopyTo doesn't handle poolable types within poolable types very well. Copying to a new instance makes a copy of the original class' MotorState (if it has one), and assigns it to the new instance's MotorState. If the new instance already had a MotorState assigned, it'll now no longer have a reference and never get re-pooled. CopyToWithRepool safely disposes and re-pools the old MotorState if it has one.
Sell sign only for local player
Fixed item sell message
Update steam dlls
Changed lot spawner to RandomLotSpawner
Drugsell zone adding to list.
CharacterState pooling work
Working on issues with CharacterState pooling
Fixed DrugSellZone client NRE and set it to not show sell notifications if it's the first Deserialize.
Fixed drugsellzone NRE on client
Revert commit to wrong branch
Revert commit to wrong branch
Right-click item transfer merge as it went into the wrong branch
Right-click item transfer can now use the belt as well.
Tried moving NetworkSimulator away its slightly awkward Prefab + NetworkEntity existence into a simpler one that just used networkServer.Send. In the end it jut made things complicated in a different way, since initial data and changes couldn't be propagated through Serialize anymore. So just putting this into a branch. The only thing not functional here is an initial send when new clients connect.
Project version bump to match jenkins file. HUD client/server fix.
Put Bootstrap active check in the scene itself, instead of in the WiseGuysTools UI.
Moved InfoMessage back into being part of the HUD. Got too complicated otherwise as it's not really a separate UI component, it's closer to a notification. Kept the code in UIInfoMessage rather than in PlayerHUDUI though.
Bootstrap scene force active works more reliably
Item producer works a bit nicer.
Bin loot. Drug producer tweaks. Options fixes.
Allow not showing task complete messages
Updated InfoMessage to work more like Bill's Alerts UI system
Don't destroy items if the pickup failed!
New mission type + some extra tweaks
Remove orphaned meta file
Building map colour coding handles units within floors
Basic owned building map colour tint
UI polygons can be colour tinted. Moved building map code.
added some notifications when sales are made.
- Added console command for immunity
- Controller of drug zone is replicated
- Drug zone serialization working
Fix NRE with CharacterMotor ref