8,451 Commits over 2,131 Days - 0.17cph!
Hooking more stuff up to crime manager.
ScareNPCs works properly now
Fixed remaining right-click loot glitchiness
Timed right-click item transferral was glitchy with network latency. Removed the timer (with Bill's permission), which has MOSTLY fixed the issues. Still some glitchiness if you right-click very fast but no major errors.
Added server autosave on quit, if autosaving is turned on
Fixed NRE when finding criminals that's dead.
Fixed the save bug from last month's playtest with improved sorting of the save data. NetworkUsers must spawn before player characters.
Merging my mission stuff into this branch.
Nav arrow movement improvements
One file didn't get committed
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.
Better randomness on payphone gen
Shared knowledge is gone. NPCs now look at CrimeManager for crime information.
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.
Added recent crimes. These are crimes that have not been reported / observed yet
A crime can happen at multiple locations
Started working on something to handle sending player data when needed, but going to do it a different way. Committing this in case I ever need it back.
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.
Hooking more stuff up to the crime manager
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.
Added logging to the crime manager, stopped old crimes from being logged.
Info messages wait until any open UI overlays are closed
Standardise the fail messages
Delivery missions give an additional payout to reimburse the mission runner for the item's value.
Added shared context to missions so tasks can pass information between them. Delivery tasks now check that the player still has the item they were assigned to acquire.
Fixes issues with triggering mission failure during mission task activation. Some other sanity checks.
Task definitions seem to need to be in files of the same name, like MonoBehaviours, to be attached correctly in the inspector (mission ScriptableObjects need tasks attached).
fixed idle animation not playing properly