branchwiseguys/main/Gang Buildingscancel
60 Commits over 0 Days - ∞cph!
Building takeover various stuff
Bit hacky due to building/player load order, but buildings now correctly load in their owner tint etc on new clients.
Basic instanced shader owner-based gang building colour tint
Better system for handling players changing gang affiliation during squatter building takeover
Building takeover can handle players changing gang affiliation during a takeover
Building takeover working
Stopped players getting sent to "jail" on maps with no jail. Adjusted building foundation. Building takeover work.
Added a crappy foundation to Paul's gang building to fix floor z-fighting
Fixed missing mat assignment
Gang buildings are more beautiful
More building takeover work
Server->Client sync for building takeoverinfo
Working on building takeover
Working on building squatter takeover
Beginning building takeover class. Switch some OverlapSphere calls to OverlapSphereNonAlloc
Starting the beginnings of a system for taking over owned buildings. Just GUI stuff for this initial commit.
Made player dot on map easier to see (changed from white to red, like a typical "you are here" dot. Maybe this makes it look a little like an enemy though)
Fancier random gang icons
Generate random starting gang icons
Gang building colours on the map
Sell zone colour matches controlling gang colour
Random gang creation colours. Less weed in editor belt
Let existing gang members create new gangs
Gangs dissolve if they have zero members (lessens the need for null checks on Leader etc). Fixed gang UI for leaving a gang
Merge in the latest from Main
More spawn eye direction stuff
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.
Discard any too-small rooms for gang spawns early, so spawn attempts aren't wasted on them
Check for obstructions (furniture etc) before spawning in gang buildings
Gang members now respawn in gang buildings
- 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.
Fixed door interaction state bug
Gang members can use their gang leader's buildings
Update gang building asset ID