repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

7 Years Ago
Merge in the latest from Main
7 Years Ago
Merge sell zone changes
7 Years Ago
merging in Paul's changes
7 Years Ago
merge
7 Years Ago
merge ready
7 Years Ago
more wip commits
7 Years Ago
Sell zone work
7 Years Ago
Still working on sell zone stuff
7 Years Ago
Added drug zone area texture
7 Years Ago
Fixing things up
7 Years Ago
Moving things around. Things not working at the moment but at least there aren't any compile errors. Removed gang ownership of drug sell zones since they're now associated with ownership of buildings; it's always in the history if we want it back.
7 Years Ago
Influence/drug sell zone work. Moved building influence zone stuff into a separate class
7 Years Ago
Revamping drug sell zones
7 Years Ago
More spawn eye direction stuff
7 Years Ago
Got the rotation of spawn points actually working, putting the characters at the correct starting rotation. Required setting the character's eye angle rather than their transform angle.
7 Years Ago
Discard any too-small rooms for gang spawns early, so spawn attempts aren't wasted on them
7 Years Ago
Missing #SERVER flag
7 Years Ago
Check for obstructions (furniture etc) before spawning in gang buildings
7 Years Ago
Gang members now respawn in gang buildings
7 Years Ago
Mission updates cash now. Stops cash from spawning.
7 Years Ago
- Door class was getting a bit intense with the #if DEFINES. Split it into Door, Door.Client, and Door.Server. - Refactored door interaction. It's now simpler with no more need to keep asking the server for the current state.
7 Years Ago
Fixed door interaction state bug
7 Years Ago
Gang members can use their gang leader's buildings
7 Years Ago
Update gang building asset ID
7 Years Ago
Give testmap_smaller a commercial plot.
7 Years Ago
Add testmap_smaller to the build list so I don't have to keep adding it for testing
7 Years Ago
Minor stuff.
7 Years Ago
Must be a gang leader to buy a commercial building
7 Years Ago
Serialize cash, testing separate client and server.
7 Years Ago
merge
7 Years Ago
Refactoring door interaction, moving the state more into the unit than the door itself.
7 Years Ago
Adding gang building door interaction
7 Years Ago
Let units know the lot type. Commercial buildings with buyable units will be ownable by gangs, and residential buildings with buyable units will be ownable by individual players.
7 Years Ago
Updated placeholder gang building
7 Years Ago
Oops, didn't mean to leave that ridiculous LINQ conversion in
7 Years Ago
Oops, didn't mean to leave that ridiculous LINQ conversion in
7 Years Ago
Just need to serialize cash now.
7 Years Ago
Cash gets decreased if you die or go to jail
7 Years Ago
Cash on HUD shows correct amount now
7 Years Ago
Buy and sell shops no longer accept cash.
7 Years Ago
Converted some plots on testmap_small to commercial and added a placeholder gang building.
7 Years Ago
Got interaction with dropped world items working correctly
7 Years Ago
Merge latest Main into Wallet branch. Wallet gets cash in HUD + this sorts out some merge conflicts before they get any worse.
7 Years Ago
Show current total cash in HUD
7 Years Ago
HeldItemModels doesn't need to be public. Just looks confusing in inspector.
7 Years Ago
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.
7 Years Ago
Changed medkit use from automatic when selected (which was meaning people kept using them accidentally) to quickslot-based, pressing left-mouse or E to use when selected.
7 Years Ago
Minor bugfix
7 Years Ago
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
7 Years Ago
Unschedule sun events on destroyed vehicles