8,451 Commits over 2,131 Days - 0.17cph!
Added a bool to control whether you spawn in gang buildings or not
Added ability to set mission tasks as vital or not (set in mission def, not in task def). Non-vital tasks can be skipped if the next vital task is completed. e.g. A gang can complete a package buy mission without picking up the initial cash if they deposit the package.
Made ending item transfer missions clearer (both gang and personal). If we've just completed the last task, and we had a target entity, and we were looking at our inventory, and a loot container was showing, and the container was the mission's entity... Then close the inventory so they can see they've completed the mission.
Stop gang members from getting object highlights on items for OTHER gang's missions
Better gang notifications
Added notification when enemy uses gang safe
Gang members get a notification when an enemy enters their gang building
Started a notification manager thing but then decided to do things a different way. Just saving this work
Collisions now disabled between ALL character types. Vehicles and characters can still collide.
Chat, people added to suggestions.
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Removed payphones from map prop list
No damage anymore from shooting (or punching) members of your own gang
- AutoDestroy now destroys NetworkEntites correctly
- Added AutoDestroyEmptyContainer, and empty loot containers now auto-destruct early
- If a player is interacting with the loot container that gets destroyed, the UI for it is now closed correctly
Let gang visual sets be set correcting in combined CLIENT+SERVER mode, for easier testing.
Made testmap_smaller even smaller. Maximise loading time when testing.
Mission arrow scale adjustments
Better gang visual set assignment
Make the mission screen not show missions that aren't active. It was confusing people
merge-added icons and materials for UI and a few fixes
Refactored how characters and NetworkUsers link. Should remove issues with networking order.
Fix door interaction NRE issues
Made the player icon on the map also indicate which way the player is facing, because I had no idea where I was going half the time
Fixed testmap lot that was 40cm out.
Ragdolls had lost their AutoDestroy scripts. Brought them back
Changed how the no-gangs-map debug gang works. Won't ever happen accidentally in builds now.
phone name next stored number (forgot to check in)
More missing ending conditions