8,451 Commits over 2,131 Days - 0.17cph!
Removed ability to load saves anytime since it was broken. Easier to just allow loading saves on startup.
shared textures and furniture updated-merge
Stop setting stuff twice, NPCs stop complaining. Deleted orphaned meta files.
Changed initial spawn skip to work with loaded saves
Merging in the latest from Main.
Pedestrians only stop and look at you if you're holding a sellable item they actually want to buy (they still mightn't be able to afford it though)
Fixing double EntityBehaviour serialize on server. Whole process might need a bit of a cleanup
Fixing init order in CLIENT+SERVER mode
Temp fix for out of sync light events.
quit error fix, price adjustments
Getting init+load order working correctly in all situations: Server load, client join, client join while another client is in a vehicle, server save/load while clients are in vehicles. Hopefully all are good now. Plus some minor fixes.
Went through all Deserialize calls, making sure things look OK for Load. Also a few warnings cleared.
Created item defs and setup prefabs
Moved items into folders. Created test scene.
Fixed inventory sync from save.
Fixed interaction text staying up if a character dies while looking at an interactable.
Fixed NPC habit of waiting a long time for paths.
Fixed broken NPC interaction on the server.
Fix NRE in server network group startup.
muzzle fix,
building placement snap
some time fixes
99% sure missing package fix.
bakes and additional mods
Various loading work. Save/load of players in vehicles now handled OK, with One Weird Bug left to fix.
Prevent loading saves while players are connected
Server load commandline flag, and save/load console commands.
Got save backups working correctly
NetworkPlayers get saved, and parented correctly from load.
Fixed various NPOT textures.
added final furniture fbxs
Time in past error fix maybe?
Added time to UI
Renamed and set drug prices