8,451 Commits over 2,131 Days - 0.17cph!
Handling dropping carried item on death
Doll destroy NRE, clearing safes after every round
Doll should be associated with the gang house it's dropped in, not the player's gang who dropped it!
Got score working again. Moving the angHQ script earlier broke it
Modified the old static gang list to work on listen servers with the new networking system. Fixes nav arrows not working in listen mode
Parenting the safe to the gang HQ lets things come through in the correct order
Working on sending the gang safe across to the client. Still got an entity init order issue at the moment
Gang map icons always show on map, even when there are no gang members
Added some really basic lighting to external gang signs
Gang building signs now work on clients (not just listen server)
Gang HQ info now syncing to clients. Arrow works in HH mode.
Working on making the GangHQ script a NetworkEntityBehaviour that can sync some data to the client, which will let us load gang signs correctly, show nav arrows to gang headquarters and so on.
Added a ceiling light prop (based on an old unused model we had) and added a couple lights to each gang building so they're not pitch black at night anymore.
Cash gets added to safe every 5 seconds
Item drop detecting relevant buildings
Boilerplate for detecting which gang is holding which items.
Rest of UI is now consistent.
Notifications and events when doll is picked up
Pickups are shown on the game map
Checking in stuff from yesterday
Have players actually join the gang they select in HH mode
Gang safe cash stats now show in UI. Removed local player code from the score trigger UI as well, since it's all on the server now so there's never a local player.
Telling gang safes to start empty instead of getting their standard starting items
Fixed round winner name sometimes being clipped
Fixed a bug with end of round overlay - it was actually only showing the winner on listen server. Now client is asking the server for the winner.
Character select now allows selection via arrow keys
Working on end trigger for new game mode
Countdown screen now shows real info
Removed the hard-coded "You're a cop btw"
Fix bugs and add keyboard shortcuts.
Added shader graph package
Fixed player hud getting stretched.
UI menu on a couple more screens
Actually got a menu system working nicely for the extra game mode screens. Removed GameMenuOpener. Instead, SimpleMenuNavigationController is a fairly basic UINavigationController subclass that allows opening a menu, and other UIViewControllers can subclass it if they want to also be able to open a menu and push/pop stuff. Works better than moving push/pop into the main UIManager because it still allows the whole stack to be cleanly cleared when the view changes.
Saving some partially-complete navigation stack work for posterity, but going to try something else
Removed the custom image from loading screen. Not much we can do with it really since the game mode prefab isn't loaded yet on the client when it's showing.
More functional Welcome screen that allows setting name, icon, and description per game mode
Fixing a network ordering bug that could cause the player to spawn without their proper held item. Also fix IsClientOrListenServer bug
Gang sign update. Gang buildings can enable/disable their signs depending on whether the game mode supports gangs.
Map icons for gang buildings, working also on listen server. Icons only show once a gang has a leader, since it always needs to be a person that owns a building.
Got sell zone visuals working on listen server, and made it possible to disable building sell zone generation. Have set sell zones off by default.
Got rid of perf in hud and added it to the f8 menu
Menu nav doesn't need the fancy framerate setting it had