8,451 Commits over 2,131 Days - 0.17cph!
Major refactor and improvement for WantsToBuySomethingNearby and CharacterContext
NPCs going to drug zones mostly working but WantsToBuySomethingNearby code is a huge mess, need refactoring
NPC behaviour isn't any better yet but performance is a lot better.
Reinstated my GUI changes after the merge
Merge in changes from Main. Erased my GUI changes for now, will re-add them manually
Working on NPC pathing to drug sell areas as appropriate. Currently incomplete and slow
Moved welfare payment messages from InfoMessage to Notification. +material change
Instancing for DrugZone platforms.
Added an alert popup for the UI. Can pass in multiple options with blocks and display a message.
Need to add support to show view controllers modally now.
Fixed (sort of) "Dimensions of color surface does not match dimensions of depth surface" errors on screen size change.
Selling drugs as a gang member adds to the profits of the gang.
Gang serialization
Gangs replicate to clients
Gang UI updates when gangs are changed
NPCs don't stop if they can't buy from the seller's current location
Fix some client/server issues + other cleanup
Criminal warnings cleanup
DrugSellZoneEditor works properly. Modernised it a bit.. except for sellableDrugTypes.
Drug selling only in drug zones
Rename IntendedPosition to ServerPosition for clarity
Changed NetworkLevel spawn assignments to make changing them easier. Only the container is assigned rather than each individual spawn.
CheckPools simplification + material edit
Removed payphone glow that that missions aren't really a particular focus.
Can't create gang if already in gang
Can't edit emblem unless gang leader
Gang join / leave
Gang Emblem saving
Working on drug selling zones + version upgrade to 2017.1.0f2. Added three drug sell zones to testmap_small (non-functional currently)
NPCs stay in the city areas more
NPCs tend to stay more in the city, less out the back of nowhere
New footpath designated nav areas.
More UI hookup, emblem editing now works.
Merging server performance work into Main
Improve server performance by ~30% by having NetworkEntities use an Update call manager. See also: https://blogs.unity3d.com/2015/12/23/1k-update-calls/
Vehicles fully deactivate on server when stationary. ~15% less CPU usage on testmap_small.
Allow AI to path interior doors
Allow open/close of interior doors, even if you don't own the building. Only outer doors are unusable (when closed) now.
New door nav system taking advantace of NavMeshLinks to replace non-carving obstacles that were there before. Major performance improvement. Also fixed a bug with door interaction text when two players were interacting with the door at once.
Trying nav changes to improve door nav performance on servers. Doors using NavMeshLinks. Unfortunately NPCs can occasionally teleport through when they shouldn't.
Don't need connection check on door interaction. Fixes NPCs not being able to interact with doors anymore.
Added TOD_ColorGrading thing to lerp some values between day and night
TOD profile, post tweaks
Merging in the latest from Main into my server performance branch