8,451 Commits over 2,131 Days - 0.17cph!
More work, and always close the menu after an action
Pass interactor to the server
Server receives NPC commands
UI interaction options now use real entries
lods for prefabs, setting up prefabs
adjusted character culling routine. Will hopfully fix ghosting players.
Pretty nice working interaction list UI
Interaction options UI work
Interaction work + finishing the rename.
Rename a file - some shenanigans needed since I want to rename the case only.
Turns out Character Type Data actually does need its check in OnValidate (removed recently). Add a note for posterity
More work on NPC multiple interactions support, and new interaction list UI
Updated all the base prefabs to start to support LODs
Shifting some stuff around
Working on interaction UI changes. Going to support multiple interaction options at once (for NPC commands).
Update pie menu to the modern age.
Merge to NPC interaction branch
- Fix unified inventory total cash change calculation.
- Fix unified inventory Find and Take over multiple containers. Fixes show buy error when cash is spread between inventory and belt.
Deployables can no longer be stacked. Things like TVs etc. can still be placed on tables etc. though.
Fixed corporation, join / leave for infinite cash bug. Also stopped giving them money in the first place.
Players shirts will now match their corporation colour. NEEDS TESTING !!!
Turns out the giveTheItem flag has never been implemented. Implemented it, and NPCs no longer keep the items they buy (as was already intended).
Fix "Pending..." corp merge text appearing on the wrong corp for the requestee.
Several corp name/tint improvements:
- Corp tint changes now update unit colour correctly when the unit is part of a larger building.
- Corp name is now enforced as unique on creation, as well as on edit.
- Corp name validity check after changes in now on server, not client.
- Automatic corp tint colour now uses a golden ratio trick to keep tints as far away from each other in hue as possible.
Remove obsolete building colour tint code
added plaster trim, made concrete trim darker and more edge wear, added subtle noise and moisture to concrete and concrete trim, reunwrapped and weighted wall_details, tweaked colours and roughness on most materials
Finally got a decent system in for cops to loiter around a bit after losing track of criminals, instead of just immediately walking off
TV placement exploit fix. Adjusted prices etc. on lots of core items.
Fixed a cash creation bug which was stopping users from withdrawing over a certain amount from the bank.
Minor performance fix for CanSeeATarget
Giving AI a brief vision boost when they get to the place they last saw a target, letting them see in all directions. Bit of a hack, but makes them look less dumb and is easier than having them actually look around.
Made characters within 10m of a cop always audible to them. Helps them see better without being omniscient.
Got permanently stuck working as it should