8,451 Commits over 2,131 Days - 0.17cph!
Fixed protocol error. Was rejecting all clients.
Modify God flag a little, and God character can no longer get arrested
Zombies are a little better at attacking. Not a lot though TBH. A proper fix would take bigger changes.
Cambat NPCs are a little smarter about fighting the player
Slightly more descriptive failure messages.
Fix network version changes in #8430 - now assigning client protocol so the client isn't always rejected.
Merge cop AI fix Main -> Missions
Fixed cop AI getting confused about arrest vs. shoot when close to NPC criminals
Default exterior brick set.
Setup garage door as a functional entity
Merge mission branch changes -> Working
Horn stops when you get out of the car...
Car horns can now be held down to be even more annoying. Network++
Not a mission thing but by popular request... added car horn
Refactor checkpoints to allow a distance range
Rewrote entityBehaviours as an array, and looping through it with for loops instead of foreach, for much improved performance
Disable distant payphone world-space mission list UI (performance)
Removed all payphone lights (performance)
Fixed UIInfoMessages not clearing on disconnect, and staying up forever on reconnect
Missions now end if user disconnects, fixing issue with OBSERVERS_ONLY (see Pivotal Tracker #167505038)
More checkpoint work + extras
Disabling always run in test game modes
Stop my debug stuff from applying to NPCs
Fix point-of-interest UI screen aspect ratio issues
Change my dev test params a little
Changed how checkpoint indexing works to support multiple players with missions at the same time on the server. ++Network