branchwiseguys/main/Gang Buildingscancel
60 Commits over 0 Days - ∞cph!
Converted some plots on testmap_small to commercial and added a placeholder gang building.
Oops, didn't mean to leave that ridiculous LINQ conversion in
Updated placeholder gang building
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.
Adding gang building door interaction
Refactoring door interaction, moving the state more into the unit than the door itself.
Must be a gang leader to buy a commercial building
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Give testmap_smaller a commercial plot.
Update gang building asset ID
Gang members can use their gang leader's buildings
Fixed door interaction state bug
- 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.
Gang members now respawn in gang buildings
Check for obstructions (furniture etc) before spawning in gang buildings
Discard any too-small rooms for gang spawns early, so spawn attempts aren't wasted on them
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.
More spawn eye direction stuff
Merge in the latest from Main
Gangs dissolve if they have zero members (lessens the need for null checks on Leader etc). Fixed gang UI for leaving a gang
Let existing gang members create new gangs
Random gang creation colours. Less weed in editor belt
Sell zone colour matches controlling gang colour
Gang building colours on the map
Generate random starting gang icons
Fancier random gang icons
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)
Starting the beginnings of a system for taking over owned buildings. Just GUI stuff for this initial commit.
Beginning building takeover class. Switch some OverlapSphere calls to OverlapSphereNonAlloc
Working on building squatter takeover
Working on building takeover
Server->Client sync for building takeoverinfo
More building takeover work
Gang buildings are more beautiful
Fixed missing mat assignment
Added a crappy foundation to Paul's gang building to fix floor z-fighting
Stopped players getting sent to "jail" on maps with no jail. Adjusted building foundation. Building takeover work.
Building takeover working