8,451 Commits over 2,131 Days - 0.17cph!
Changes to how door frames work.
Right clicking items now moves items to an open container / back again.
Made prison area bigger. Whole island counts as prison now. Stops people getting stuck on the island if they escaped prison, and therefore didn't get teleported off when their prison time ended.
Cherry pick fix for serious NetworkEntityBehaviour mask bug.
Fix serious masking bug. Any entitybehaviour ID past the 6th one was never getting serialized due to a masking bug where e.g. ID 8 translated to the 8th slot in the mask, rather than the 4th (1,2,4,8).
Fixing various issues with the proxy inventory thing.
Inventory for proxy players, so we can check cash, drugs etc. This data was already propagated anyway - just exposing it.
Can deploy items inside buildings. (without ownership checks etc. for now)
Looking at some door stuff...
Removed some extra files.
Old building system gone completely
More decoupling of old building system. Attempt at removal of all associated entities to a NetworkEntity that's in a subscene.
Setting up drug dealer interactions
Fix prefab/instance issues
Fix missing prefab assignment
More refactoring. All NPC interaction is now via interaction sets assigned to the character type.
Refactor NPC commands to work better with game modes etc.
Buildlings + can now spawn NetworkEntities from a sub scene.
Removed a LOT of the old building system
Just a quick rename of some classes first...
Buildings are basically fully networked now. All collision data and room volumes are loaded on client and server.
Nearby player code cleanup
Have NPCs give up waiting for the player to interact with them after a while, so idle players don't collect a big group eventually
Get speech bubbles to appear in front of character labels consistently
Show notification when selling stuff to NPCs
Merge from Working to my branch
Don't allow health damage before init. Attempted fix for "ghost cops". Also making sure base HP is at least 1.
Reduce max prison time, edit NPC counts
Fix AI fleeing code for bot players
Fixed disconnected players not getting their position updated on the client. IsActive checks on the client (active meaning connected) were overzealous.
Combined drug dealer character into a batch, and fixed missing teeth in all other batches.
Close UI if interactor dies