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