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98 Commits over 0 Days - ∞cph!
Added map grid ref overlay
Removed ability to create gang. Removed ability to create emblem.
Merging character refactor changes
Merge my character refactor changes
Fixed proxy characters flicking out of view when standing in doorways, but I had to add an extra raycast per character.
Fixed delivery missions paying extra
Made mission payouts clearer
Item rename so there aren't two different things both called "Table"
Added missing #if SERVER flag
Added an unrelated missing #if CLIENT flag
Fixed double send of mission data. Apparently when a coroutine is started, the reference to it doesn't actually become null until the next frame. Who knew?
Also added an outline renderer prevention against double adds.
Disabled mission character glow for now to remove the "outline ghost" issue
Fixed ladder code. My changes to support multi-part ladders evidently got accidentally lost in the mega-merge on changeset #3425.
Gangs don't get dissolved any more, joining is force, you can't leave any more.
Renamed MissionInstance to AvailableMission to improve clarity
Grey out gang selection buttons when the gangs don't exist, instead of erroring out
Auto-create a debug gang and join it if there aren't any gangs, so test maps etc can still be used
Gang buildings on testmap_smaller
Adding spawning in the new type of gang buildings
Server/client fix for debug gang creation
Gangs can exist with no leader now, some minor edits to support that
Set gang leader as owner on gang buildings
Removed gang Founder references since they're created at startup now with no founder.
Remove ability to take over gang houses. Can still take over personal units.
Moved a door in the new gang building. Two doors had overlapping interaction areas which would sometimes cause the wrong one to interact.
Added missing #SERVER flag to cellphone
Fixed door damage bug on client
Fix NRE on client when new players spawn into gang building, due to sync delays. Also set gang colours on gang spawn lots
Fixed RPC ordering issue causing gang drug sell zones to not show up anymore
Removed hole cutters on boarded windows since I kept getting invisibly shot through them
Moved mission payphone stuff into a sub-component of the mission manager
Gang mission system initial commit
Refactored the mission system to support multiple players attempting the same mission. Gangs will be IMissionUsers (like players are for individual missions), with every member of the gang considered a mission runner.
Gangs fully implement IMissionUser and sync mission info to clients.
Better events system for gang missions
Working on gang mission tasks
Just adding notes about missions sort of as a plan
Starting on how the gang missions will be created and work with each other
More work on gang mission stuff. Non-functional at present