8,451 Commits over 2,131 Days - 0.17cph!
Spawn basic "trade location" objects randomly in cities. Going to use these for missions
New package get gang mission type
Refactoring gang mission stuff
Put task description in game time, to match the timers.
Fixing some client/server issues
Visual timer for the wait task
Put the backing on the separate panels, not on the base inventory, so it's not there all the time.
Working on a secondary timer that can be used with timed mission tasks
Hide the mission package drop location in the task list
Gang package get mission basics working.
Merge basic trading system into Main. Not integrated into missions at this stage.
Reordered some map elements. Player, mission, and building icons now sit on top of the grid instead of under it.
Re-centered the map position arrow
Fixed a tricky trading bug. Refreshing both container UIs when either one changed was no good - one would try to refresh with outdated info, and could throw an NRE in certain situations.
Cherry picked Pauls changes
Trading now working all the way through
Looking at using observer instead of groups.
Must've been half asleep when I wrote some of the previous trade code. Here's some stuff that works.
Give the tading screen an inactive state
Working properly with client/server and delayed deserialize
Readonly item icons for trade screen
Cleaning up some warnings
Don't need trading_post mtl
Working on a simple trading table
fixed @gang duplicate messages.
gang member count on join gang screen.