8,451 Commits over 2,131 Days - 0.17cph!
Merge in the latest from Main
merging in Paul's changes
Still working on sell zone stuff
Added drug zone area texture
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.
Influence/drug sell zone work. Moved building influence zone stuff into a separate class
Revamping drug sell zones
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
Mission updates cash now. Stops cash from spawning.
- 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
Give testmap_smaller a commercial plot.
Add testmap_smaller to the build list so I don't have to keep adding it for testing
Must be a gang leader to buy a commercial building
Serialize cash, testing separate client and server.
Refactoring door interaction, moving the state more into the unit than the door itself.
Adding gang building door interaction
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.
Updated placeholder gang building
Oops, didn't mean to leave that ridiculous LINQ conversion in
Oops, didn't mean to leave that ridiculous LINQ conversion in
Just need to serialize cash now.
Cash gets decreased if you die or go to jail
Cash on HUD shows correct amount now
Buy and sell shops no longer accept cash.
Converted some plots on testmap_small to commercial and added a placeholder gang building.
Got interaction with dropped world items working correctly
Merge latest Main into Wallet branch. Wallet gets cash in HUD + this sorts out some merge conflicts before they get any worse.
Show current total cash in HUD
HeldItemModels doesn't need to be public. Just looks confusing in inspector.
Medkit use FX. This sucks so just throwing it in a branch. Will be better to add a deploy animation instead.
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.
TryAdd in ItemContainer automatically stacks items where possible. Note that this means an item can now be destroyed during a TryAdd call
Unschedule sun events on destroyed vehicles