8,451 Commits over 2,131 Days - 0.17cph!
Changed players to use NPC visual styles.
Added different options for easier looting. Adding an item description.
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Reduced cop and pedestrian vision distance from 75m to 50m
Added a short "Bought Item!" interact text when an NPC buys something, to prevent confusion with the immediate "Not Interested"
Added one lot of pistol ammo for the player in edit mode so reloading can be tested.
Fixed some null checking nonsense with Unity's null overriding and referencing a monobehaviour as an interface
Cars still set a wanted state if you bail out before hitting someone.
Improved the unified inventory. Removed the need for the separate PlayableCharacter.IItemRequestReceiver with its own separate system.
Made the whole cash register interactable in shops
Changed shop system to push state instead of always pulling it. This fixes a bug the shop had where it would update the cash display on the client before the items in your inventory got synced, leaving the price at the old value.
Banned holding drugs while in car. Maybe just because the package clipped through the car all the time.
Fixed generic package hold position on proxy player
Fixed package viewmodel casting shadow. Removed Debug log.
Getting the latest from Trunk.
Fixed a bug in CLIENT+SERVER mode
Merging in my work now that testing week is over.
updated tree and shop objects
cop maps and tint changes
updated textures and character parts
More interpolator improvements
Added reset system for leaving and joining servers
Moved variable interpolation clock to be a single source per client.
Moving some interpolator stuff back from the protobuf project into the main one
updated pistol worldmodel
updated pistol model (viewmodel)
Removed the "paying welfare" print
NPCs stop when player approaches with sellable items. Prevents issues with latency when trying to interact with moving NPCs.
Network Simulator is good now! Also merged a fix from Main.
Fixed StateQueue GetUpTo code that got results backwards and didn't respect the maxToGet
Delayed receivers as well. This is still a super buggy in-progress thing - don't use this!
Testing a network simulator implementation. Some issues currently
Merging the latest in from Main
charracter and shop and world art mods (rest tommoz)
Fixed item producer error
Safe placement fix, bin spawn table
Death messages (maybe)
Item producer fuckups (maybe)
Made some items cheaper,
fixed map icons,
fixed item producer
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
Fixed network group not updating when in vehicle