Commit graph

1985 commits

Author SHA1 Message Date
in0finite
5ec8ad8890 rename method 2022-01-24 01:51:48 +01:00
in0finite
4d6295aaf0 performance optimization with StartAssetEditing/StopAssetEditing 2022-01-23 23:23:17 +01:00
in0finite
9712313cf4 load assets at the same time while exporting them 2022-01-23 22:46:07 +01:00
in0finite
20758ae011 rename 2022-01-23 21:48:20 +01:00
in0finite
b2e6ed7467 performance optimizations 2022-01-23 21:45:40 +01:00
in0finite
5cea14c46e dont fade in edit mode 2022-01-23 21:28:01 +01:00
in0finite
a2dfe4fd8c disable automatic light baking 2022-01-23 21:27:23 +01:00
in0finite
7623eb6ff8 set scene as dirty 2022-01-23 21:27:13 +01:00
in0finite
98d93161b0 loading of assets works 2022-01-23 07:19:15 +01:00
in0finite
a3cddc0209 start thread also in edit mode 2022-01-23 07:04:08 +01:00
in0finite
86ed0369a7 jobs can be updated by anyone 2022-01-23 06:15:01 +01:00
in0finite
75ac2ee166 remove world steps if world does not exist 2022-01-23 06:00:12 +01:00
in0finite
6b472e1374 ... 2022-01-23 05:53:28 +01:00
in0finite
e4b788b6ca fix deleting audio source when loading finishes 2022-01-23 05:50:32 +01:00
in0finite
896729818b remember completed steps and don't repeat them 2022-01-23 05:49:55 +01:00
in0finite
1619bb6931 add new type of asset export: from game files 2022-01-23 05:02:03 +01:00
in0finite
bdd62c1ebd make LoadingThread a singleton 2022-01-23 05:00:31 +01:00
in0finite
857ab69c21 CreateStaticGeometry() and InitStaticGeometry() will only be done once 2022-01-23 04:59:52 +01:00
in0finite
d9eb4c8606 make DayTimeManager a singleton 2022-01-23 03:55:53 +01:00
in0finite
e3b2f1d519 add more error checking for singletons 2022-01-23 03:50:07 +01:00
in0finite
5255722db9 make Cell a Singleton 2022-01-22 21:48:43 +01:00
in0finite
e3c3e9a21a ... 2022-01-22 20:23:44 +01:00
in0finite
d15a96529e fix for TouchInput 2022-01-22 02:10:43 +01:00
in0finite
bd21838255 fix for CustomNetworkManager 2022-01-22 02:07:08 +01:00
in0finite
3250e04c28 ... 2022-01-22 02:04:13 +01:00
in0finite
b94912a11b add LoadProcessStarter 2022-01-22 02:03:14 +01:00
in0finite
512f49263a add CouroutineManager to prefab 2022-01-22 02:00:36 +01:00
in0finite
f0959761e8 add more error-proof checking for startup singletons 2022-01-22 01:24:52 +01:00
in0finite
4556e1eed6 make Loader a StartupSingleton 2022-01-22 01:09:42 +01:00
in0finite
6d4586d7ea destroy in edit mode 2022-01-22 01:00:56 +01:00
in0finite
b7ff6d8d91 ... 2022-01-22 00:33:21 +01:00
in0finite
bcc8d3d7e2 ... 2022-01-22 00:31:10 +01:00
in0finite
2be483667a display dialog when loading finishes 2022-01-22 00:25:31 +01:00
in0finite
3a9399b616 make loading process much more error-proof 2022-01-22 00:25:05 +01:00
in0finite
d705d9ca12 make MiniMap a StartupSingleton 2022-01-21 02:27:21 +01:00
in0finite
edbb2e8635 add loading steps when loading begins 2022-01-21 02:11:42 +01:00
in0finite
473ae83c8d ... 2022-01-21 02:01:49 +01:00
in0finite
51eb669178 clear progress bar when loading finishes 2022-01-21 02:01:35 +01:00
in0finite
e6e8420f44 ... 2022-01-21 01:36:27 +01:00
in0finite
ab96f3c8d5 Loader inherits SingletonComponent 2022-01-21 01:35:36 +01:00
in0finite
c19b485a42 make StartupSingleton work in edit mode 2022-01-21 01:14:03 +01:00
in0finite
fe9f17f1ec make AudioManager a StartupSingleton 2022-01-21 00:31:25 +01:00
in0finite
9e890e9f25 add EditorLoader which can start loading game data and display loading progress 2022-01-21 00:19:09 +01:00
in0finite
6a447b6962 adapt to CoroutineManager 2022-01-21 00:17:06 +01:00
in0finite
f2c330f6a5 impl CoroutineManager 2022-01-21 00:14:22 +01:00
in0finite
4f16c2ef76 ... 2022-01-17 00:30:09 +01:00
in0finite
44a4ff8c17 ... 2022-01-17 00:29:38 +01:00
in0finite
5e82124a2f extract function 2022-01-17 00:21:34 +01:00
in0finite
4c03c5f33f fix creating folders 2022-01-16 22:54:57 +01:00
in0finite
8d936b3499 add additional toggle to control exporting 2022-01-16 22:05:12 +01:00
in0finite
d9ab4eaa64 some performance optimizations 2022-01-16 21:48:16 +01:00
in0finite
1039bd12e7 ... 2022-01-16 21:23:45 +01:00
in0finite
8487d1ab85 add toggle to export prefabs 2022-01-16 21:23:15 +01:00
in0finite
5fd0726158 ... 2022-01-16 19:45:36 +01:00
in0finite
07d07c6355 stop if no suitable objects found 2022-01-16 19:34:26 +01:00
in0finite
3efab468af constraint to MapObjects only 2022-01-16 19:34:09 +01:00
in0finite
b3fb1870d6 add some stats 2022-01-16 19:26:25 +01:00
in0finite
8531e758e2 fix for white textures 2022-01-16 18:51:20 +01:00
in0finite
d5934522b0 create root folder aswell 2022-01-16 18:07:06 +01:00
in0finite
464d679b96 fix selecting a folder 2022-01-16 18:06:42 +01:00
in0finite
fa0252123a ... 2022-01-16 18:06:25 +01:00
in0finite
aec9925414 add option to toggle exporting collision meshes 2022-01-16 17:31:57 +01:00
in0finite
580193b35d folder is preserved 2022-01-16 17:22:53 +01:00
in0finite
be71b2387c assign asset when created 2022-01-16 17:14:28 +01:00
in0finite
bc31d54e4c ... 2022-01-16 05:13:55 +01:00
in0finite
e6edaeb687 check if texture is not null 2022-01-16 05:01:46 +01:00
in0finite
e2c1ff6a3d add ability to export from selection 2022-01-16 05:00:29 +01:00
in0finite
e9d69848cb fix checking if asset exists 2022-01-16 04:26:03 +01:00
in0finite
ef4fb54ce6 add AssetExporter 2022-01-16 03:52:59 +01:00
in0finite
8fe981b6b2 improve coroutines 2022-01-16 03:51:20 +01:00
in0finite
90a9a49c6b introduce EditorWindowBase 2022-01-16 00:42:24 +01:00
in0finite
695d5c02c4 add navmesh data to navmesh 2022-01-16 00:04:29 +01:00
in0finite
eb5894618a add menu tool which can enable infinite draw distance 2022-01-12 03:25:17 +01:00
in0finite
f92186362d add draw distance multiplier 2022-01-12 03:24:40 +01:00
in0finite
4bdb8c3944 add ability to ignore low LOD objects 2022-01-12 03:24:01 +01:00
in0finite
aff5029fa5 add ability to change max value for "draw distance" setting 2022-01-12 02:17:50 +01:00
in0finite
bc3eadd29e dont register objects for nav mesh 2022-01-08 19:16:30 +01:00
in0finite
734044ca69 save file using dialog 2022-01-08 19:06:34 +01:00
in0finite
6869b631a5 ... 2022-01-08 19:06:13 +01:00
in0finite
44b3722e1c implement editor window: NavMeshGenerator 2022-01-08 18:28:19 +01:00
in0finite
9aef106f5d implement runtime nav mesh generation 2022-01-08 18:25:33 +01:00
in0finite
f962e29c47 add SyncedBag to Ped 2022-01-04 21:31:16 +01:00
in0finite
0e4bd013e1 fix 2022-01-04 21:27:30 +01:00
in0finite
371e5348a6 ... 2022-01-04 19:00:08 +01:00
in0finite
8bf6157183 play sound while panicing 2022-01-04 18:52:27 +01:00
in0finite
fb17bc3707 add ability to play sound from ped mouth 2022-01-04 16:57:25 +01:00
in0finite
d7c6cc9c43 remove unused code 2022-01-02 23:31:04 +01:00
in0finite
881c42cd7a when escaping, peds do not sprint, but run in panic 2022-01-02 23:23:24 +01:00
in0finite
eec25605ad implement Panic state 2022-01-02 23:22:19 +01:00
in0finite
c3074033b0 ... 2022-01-02 21:57:41 +01:00
in0finite
6a4dbf12ef implement Surrender state 2022-01-02 21:52:31 +01:00
in0finite
d7b0329291 detect visible peds by AI peds 2022-01-02 20:31:57 +01:00
in0finite
8b4daaffcb perform under-aim detection on time interval 2022-01-01 23:42:38 +01:00
in0finite
126b8e60b4 extract function 2022-01-01 22:42:31 +01:00
in0finite
bdabcfe8cd notify ped AI states when ped is under aim 2022-01-01 22:29:47 +01:00
in0finite
15897d8656 detect when ped is under aim of other ped 2022-01-01 22:28:32 +01:00
in0finite
1fb28ff19a extract function 2022-01-01 17:37:48 +01:00
in0finite
4aaa96219b extract function 2022-01-01 17:35:57 +01:00
in0finite
260caa8bb4 ... 2022-01-01 01:08:56 +01:00
in0finite
92d5dc6bf9 make peds react to nearby gun shots 2022-01-01 00:37:00 +01:00
in0finite
2277e0f35a add OnWeaponConductedAttack event 2022-01-01 00:35:43 +01:00
in0finite
695592f6d6 ... 2021-12-31 23:26:38 +01:00
in0finite
3805e33847 ignore Emergency nodes unless they are the only ones connected 2021-12-31 23:18:04 +01:00
in0finite
08c46da0bd apply initial velocity to destroyed vehicle parts 2021-12-27 01:29:44 +01:00
in0finite
8ddcb62ac8 improve switching from aiming states to non-aiming states 2021-12-27 00:39:59 +01:00
in0finite
7294320ff0 cache non-aim states 2021-12-26 23:40:44 +01:00
in0finite
abac2b54f5 smooth out switching between aim movement states 2021-12-26 23:16:14 +01:00
in0finite
6037568f0a extract function 2021-12-26 21:50:31 +01:00
in0finite
489d733ba4 smooth out aiming with AWA weapons 2021-12-26 20:55:58 +01:00
in0finite
366802644f fix 2021-12-19 23:23:20 +01:00
in0finite
066835cd78 smooth out exiting from drive-by state 2021-12-19 23:19:58 +01:00
in0finite
a873cc7e21 smooth out switching to Jump state 2021-12-19 22:41:07 +01:00
in0finite
f8e8f4aeb8 smooth out switching between crouch states and stand state 2021-12-19 22:13:34 +01:00
in0finite
b9a57dd79e extract function 2021-12-19 21:17:31 +01:00
in0finite
a206f27242 introduce ICrouchState 2021-12-19 20:22:39 +01:00
in0finite
3aa4175f09 fix for crouching states aswell 2021-12-19 20:16:03 +01:00
in0finite
d9acfbb431 smooth out switching between movement states 2021-12-19 02:01:13 +01:00
in0finite
75619c21a1 ... 2021-12-19 01:17:00 +01:00
in0finite
f4d1674744 fix crouch state aswell 2021-12-18 17:46:58 +01:00
in0finite
0214244ee3 smooth out switching from aim to non-aim states 2021-12-18 17:16:40 +01:00
in0finite
d62eb43c78 save prefab 2021-12-18 16:16:25 +01:00
in0finite
bef07417b3 add logic for waiting before switching to aim states 2021-12-18 16:00:02 +01:00
in0finite
fda6997579 fix error 2021-12-18 15:57:27 +01:00
in0finite
944ef746bf cache aim states for ped 2021-12-18 15:56:48 +01:00
in0finite
8d240d7dc6 fix warning 2021-11-21 22:11:23 +01:00
in0finite
3df1a48a41 fix warning 2021-11-21 21:54:34 +01:00
in0finite
864dd6239c remove unused variables 2021-11-21 21:52:11 +01:00
in0finite
c35847b782 remove commented code 2021-11-21 21:50:48 +01:00
in0finite
6b15794732 fix warning 2021-11-21 21:48:14 +01:00
in0finite
6c13d5a7a2 fix some warnings 2021-11-21 21:39:55 +01:00
in0finite
59edc1b3c0 store LastTimeWhenActivated and LastTimeWhenDeactivated for each state 2021-11-21 21:36:55 +01:00
in0finite
ec5f61172a disable labels: current ped state & velocity 2021-11-20 19:21:55 +01:00
in0finite
4413050d2e assign LastTimeWhenDamaged on clients 2021-11-20 19:08:02 +01:00
in0finite
6f9900d301 fix NRE in misc stats 2021-11-20 18:51:50 +01:00
in0finite
6f98b639c9 detect when colors are changed on clients 2021-11-17 19:25:31 +01:00
in0finite
6adfbcd69c add onColorsChanged event to Vehicle 2021-11-17 19:05:34 +01:00
in0finite
a5d3c657fc add synced bag to VehicleController 2021-11-17 18:54:11 +01:00
in0finite
204f0be4f5 add ability to change paintjob from UI 2021-11-15 01:56:46 +01:00
in0finite
3c2ff6569a fix color parsing 2021-11-15 00:04:18 +01:00
in0finite
6a17618ce6 add "paintjob" command 2021-11-14 23:54:31 +01:00
in0finite
6d1b0f0a78 change vehicle's color system to use Color32 instead of indices 2021-11-14 23:53:23 +01:00
in0finite
a3e7f7ebe7 destroy player's vehicles when he disconnects 2021-11-14 21:56:11 +01:00
in0finite
763cdd1317 assign SEO 2021-10-21 12:22:38 +02:00
in0finite
e3c0cbc81c remove "anim_group_files" config setting - this fixes a bug with IL2CPP where json library tried to use Reflection.Emit functions 2021-10-21 11:16:05 +02:00
in0finite
2046a0fd55 remove unused variables 2021-10-21 11:01:39 +02:00
in0finite
0b7492d6f8 ... 2021-10-21 10:53:57 +02:00
in0finite
3f37b3913e improve Config API 2021-10-21 10:50:23 +02:00
in0finite
905cf8a085 in gizmos, draw spawnable ped nodes around player 2021-10-20 23:27:55 +02:00
in0finite
638bb31ccb fix for:
- peds spawning on emergency nodes
- peds not spawning in Angel Pine
2021-10-20 22:59:26 +02:00
in0finite
10585eca18 properly read and display path node flags 2021-10-20 22:40:01 +02:00
in0finite
8be1ba5717 remove unused variables 2021-10-20 15:20:58 +02:00
in0finite
aadb7c3d10 remove "Display health bar above peds" setting 2021-10-19 23:46:55 +02:00
in0finite
5bc12124ac healthbar above peds is only shown for some time interval after ped is damaged 2021-10-19 23:45:07 +02:00
in0finite
dc589146dc remove unused variable 2021-10-19 23:33:35 +02:00
in0finite
5856b66ecd add random offset to aim target position 2021-10-19 23:15:54 +02:00
in0finite
8bdfdadea7 aim at chest 2021-10-19 22:03:50 +02:00
in0finite
489e405b2d ... 2021-10-19 21:19:40 +02:00
in0finite
6c3aa511d0 dont smooth out, just use alternative dir when target is close 2021-10-18 00:59:17 +02:00
in0finite
29891e9018 attempt to smooth out aim dir 2021-10-18 00:57:55 +02:00
in0finite
552792a25e remove the current target if our leader is in vehicle and we are not 2021-10-17 21:32:26 +02:00
in0finite
277d8f47c8 smooth out drive-by anim changing 2021-10-17 21:00:35 +02:00
in0finite
beaf2d5484 fix 2021-10-17 20:53:34 +02:00
in0finite
972ee0a873 add ped damage multiplier 2021-10-17 20:30:23 +02:00
in0finite
197b0d58ff dont quickly switch between drive-by and sitting states 2021-10-17 19:36:15 +02:00
in0finite
184f1fabc3 add boolean which controls if peds can be damaged 2021-10-17 19:10:41 +02:00
in0finite
ade4bf6100 dont start chasing if there is no weapon or no ammo 2021-10-17 18:36:30 +02:00
in0finite
e6fa8866a5 ... 2021-10-17 18:35:03 +02:00
in0finite
7b8d2a1a1a fix for choosing best weapon 2021-10-17 00:57:11 +02:00
in0finite
fb580178ff fix for: peds are falling down a little, after being spawned 2021-10-17 00:40:21 +02:00
in0finite
e5a97c3cb7 immediately find new target on damage 2021-10-16 23:54:06 +02:00
in0finite
dad217f9b2 if ped has no weapon or no ammo, stop attacking and go to leader 2021-10-16 22:16:50 +02:00
in0finite
51545ef571 exit Chase state if there is no weapon or no ammo 2021-10-16 22:06:54 +02:00
in0finite
8322c737a6 AI can switch weapons 2021-10-16 21:51:37 +02:00
in0finite
081f09fe66 '_wasInRange' is always true when in vehicle 2021-10-16 20:56:40 +02:00
in0finite
de9d01fc95 exit vehicle when in Chase state 2021-10-16 20:55:58 +02:00
in0finite
67e5b9e21b switch to closest target if current is out of range, for ChaseState 2021-10-16 20:25:37 +02:00
in0finite
128992794a ... 2021-10-16 19:05:44 +02:00
in0finite
3133c83f55 simplify code a lot 2021-10-16 19:01:02 +02:00
in0finite
8c52d5964c keep attacking targets that are in leader range, when we are out of leader range 2021-10-16 18:31:26 +02:00
in0finite
a000d18da4 rename 2021-10-16 17:57:21 +02:00
in0finite
69ff56eb47 if current target is also not in leader range, forget about it 2021-10-16 17:56:38 +02:00
in0finite
88ad1d69f7 ... 2021-10-16 17:56:13 +02:00
in0finite
f658a38160 ... 2021-10-16 16:20:45 +02:00
in0finite
5f07a4c4b0 fix 2021-10-16 16:19:45 +02:00
in0finite
d7f8b58df7 fix NRE 2021-10-16 16:15:39 +02:00
in0finite
8f56170169 when finding next ped to attack, also check distance from leader 2021-10-16 15:55:08 +02:00
in0finite
edcfc71f67 use own functions: IsInRange(), GetNextPedToAttack() 2021-10-16 15:53:15 +02:00
in0finite
7f382f2997 go back to leader if far away from him 2021-10-10 21:29:52 +02:00
in0finite
75ef94a7ac add 2 seconds update function 2021-10-10 20:41:56 +02:00
in0finite
d834cf57ea ... 2021-10-10 20:36:45 +02:00
in0finite
8565545154 prevent flickering when chasing target 2021-10-10 19:45:34 +02:00
in0finite
90286368b6 move classes to separate files 2021-09-26 20:36:59 +02:00
in0finite
384d986859 rename 2021-09-26 20:30:33 +02:00
in0finite
86d394c868 fix error 2021-09-26 20:29:42 +02:00
in0finite
1c8c746657 introduce IPathMovementState 2021-09-26 20:26:56 +02:00
in0finite
47eb0553b8 fix error 2021-09-26 20:21:14 +02:00
in0finite
b02d79f5df split OnDrawGizmosSelected() 2021-09-26 20:17:17 +02:00
in0finite
61f18fb3d1 split Recruit() 2021-09-26 20:02:17 +02:00
in0finite
307552980b split OnVehicleDamaged() 2021-09-26 19:53:48 +02:00
in0finite
7ddb5d0556 fix some errors 2021-09-26 19:50:09 +02:00
in0finite
14236b8342 split OnOtherPedDamaged() 2021-09-26 19:45:42 +02:00
in0finite
66510f2165 split OnMyPedDamaged() 2021-09-20 01:06:45 +02:00
in0finite
c3f4ac2f73 catch exception from OnBecameInactive() 2021-09-20 00:46:27 +02:00
in0finite
78d3f035c1 switch states properly 2021-09-20 00:44:31 +02:00
in0finite
e09d0ba020 extract StateContainer class 2021-09-19 23:29:51 +02:00
in0finite
214c0291a7 cleanup 2021-09-19 23:04:23 +02:00
in0finite
7bad14c09b follow state almost done 2021-09-19 22:40:48 +02:00
in0finite
8adfc87913 escape state done 2021-09-19 22:33:51 +02:00
in0finite
b673942f1e chase state done 2021-09-19 22:17:46 +02:00
in0finite
9c68ea7a54 start refactoring into object-oriented state machine - walk around done 2021-09-19 22:04:06 +02:00
in0finite
5e08419ac8 change namespace 2021-09-19 20:09:11 +02:00
in0finite
06eef5d9ed move to other folder 2021-09-19 20:06:15 +02:00
in0finite
4c1d121049 ped no longer misses shots 2021-09-13 03:32:48 +02:00
in0finite
1195e23528 stop drive-by when there is no target ped 2021-09-13 02:47:32 +02:00
in0finite
b6a447c26f rename 2021-09-13 02:30:30 +02:00
in0finite
41aaf1bf44 react when someone damages our vehicle 2021-09-13 02:27:15 +02:00
in0finite
37a7246a71 rename 2021-09-13 02:04:21 +02:00
in0finite
8231dd2424 ... 2021-09-13 02:03:20 +02:00
in0finite
36d3cfcd7e make enemies of peds which are attacked by our leader 2021-09-13 01:58:30 +02:00
in0finite
3d2ff03357 ... 2021-09-13 01:43:57 +02:00
in0finite
a860cf7c1d ... 2021-09-13 01:17:17 +02:00
in0finite
c258cbe445 better distribution of weapons 2021-09-13 01:04:54 +02:00
in0finite
45c9ca085d ... 2021-09-13 00:59:28 +02:00
in0finite
adf3b7d31c add weapon to peds spawned with commands 2021-09-13 00:54:56 +02:00
in0finite
66d0f5aec4 call "enemy" command from UI 2021-09-13 00:24:26 +02:00
in0finite
71fc261100 change distance of enemy ped 2021-09-13 00:12:41 +02:00
in0finite
217bf12473 add command "enemy" 2021-09-13 00:08:06 +02:00
in0finite
ed023bdcf7 spawn AI peds, not "regular" peds, from UI 2021-09-12 23:28:35 +02:00
in0finite
ad527ccb3d now able to un-recruit all peds 2021-09-12 23:09:38 +02:00
in0finite
d2fe1b1cfb fix group logic 2021-09-12 23:03:53 +02:00
in0finite
e0f89e1e47 ... 2021-09-12 22:40:24 +02:00
in0finite
c788732a65 switch to chasing from walking, if there are enemies 2021-09-12 22:40:11 +02:00
in0finite
4d29d11084 subscribe event for every ped ; add follower group logic 2021-09-12 22:26:05 +02:00
in0finite
867ac634af add StartIdling() 2021-09-12 21:14:48 +02:00
in0finite
c88314e4d5 chase peds properly 2021-09-12 21:07:00 +02:00
in0finite
1ed58b7f09 when chasing is finished, start walking from closest node 2021-09-12 20:05:07 +02:00
in0finite
82363bff84 immediately switch to walking state from idle state 2021-09-12 20:01:39 +02:00
in0finite
2b58398dfb find closest node if we don't have any 2021-09-12 19:53:27 +02:00
in0finite
ca4447b37a don't move ped if path nodes are not assigned 2021-09-12 18:32:18 +02:00
in0finite
c40f19348a exit vehicle when walking around 2021-09-12 18:22:04 +02:00
in0finite
cf28bd5c63 make attacking work in vehicles 2021-09-12 18:17:50 +02:00
in0finite
fc50d7cf32 ... 2021-09-12 04:11:43 +02:00
in0finite
4167d76bfb ... 2021-09-12 04:11:07 +02:00
in0finite
c71b7f41bc when entering/exiting car, don't call API which moves ped in/out of vehicle, but instead send input to ped 2021-09-12 04:08:19 +02:00
in0finite
f7327d9409 calculate distance to target based on XZ axis 2021-09-12 03:13:52 +02:00
in0finite
47a6f02fe7 rename 2021-09-12 01:38:35 +02:00
in0finite
805af9028b adjust target node position offset based on path width 2021-09-12 01:37:39 +02:00
in0finite
d90dfcc363 revert 2021-09-12 00:37:52 +02:00
in0finite
4ea5cd04a1 attempt to draw path nodes, but failed 2021-09-12 00:26:58 +02:00
in0finite
2aec671a2a remove GetAreaNeighborhood() and add function which gets all areas in radius 2021-09-11 23:13:43 +02:00
in0finite
6db5f9a9a7 use deltaTime instead of fixedDeltaTime 2021-09-11 19:17:05 +02:00
in0finite
020be0dade fix spawning 2021-09-11 19:15:50 +02:00
in0finite
348c93ea5a normalize movement input 2021-09-11 19:14:31 +02:00
in0finite
d249412ab9 cleanup code 2021-09-11 18:35:59 +02:00
in0finite
7cdf2def5c remove PedStalker script 2021-09-11 18:04:50 +02:00
in0finite
8dedafd824 rename 2021-09-11 17:21:15 +02:00
in0finite
ec991ee991 rename 2021-09-11 17:19:01 +02:00
in0finite
83edcd6f5f add gizmos 2021-09-11 17:08:29 +02:00
in0finite
a070f94c21 add inspector for PedAI 2021-09-11 05:29:29 +02:00
in0finite
1aabcd2f12 change some params 2021-09-11 05:28:58 +02:00
in0finite
6b66065ba5 extract method 2021-09-11 04:09:19 +02:00
in0finite
167e313456 aim toward head 2021-09-11 02:48:11 +02:00
in0finite
fa825315d9 adjust heading of ped when shooting 2021-09-11 02:44:41 +02:00
in0finite
b2989f530a fix next node for escaping 2021-09-11 02:34:37 +02:00
in0finite
69cb205ade fix finding next node 2021-09-11 02:33:58 +02:00
in0finite
49397154ca split paths into ped and vehicle paths 2021-09-11 01:12:39 +02:00
in0finite
88580229d0 add error check 2021-09-11 01:03:40 +02:00
in0finite
1c389b2d91 some API changes 2021-09-11 00:51:23 +02:00
in0finite
b98da7fda5 add todos 2021-09-11 00:28:35 +02:00
in0finite
6836b6b49e add "maxSpawnDistanceFromFocusPoint" 2021-09-09 04:31:18 +02:00
in0finite
deede39fef reworked destroying - peds are not destroyed in front of player 2021-09-09 03:34:43 +02:00
in0finite
1fa51bcfe3 move AreaIndex out of WorldSystem class 2021-09-09 02:42:15 +02:00
in0finite
0aa4ce2efc extract non-generic IWorldSystem interface 2021-09-09 02:35:47 +02:00
in0finite
bebaaf30b8 assign parameters on prefab 2021-09-09 01:17:38 +02:00
in0finite
a5553137c1 remove commented code 2021-09-09 01:17:04 +02:00
in0finite
d85e47afbb add min spawn distance 2021-09-09 00:05:30 +02:00
in0finite
368346f54f fix NRE 2021-09-08 23:10:17 +02:00
in0finite
5754ea275b ... 2021-09-08 22:48:02 +02:00
in0finite
c97e7f4594 use world system for spawning NPC peds 2021-09-08 22:46:58 +02:00
in0finite
99ae43ed5e fix 2021-09-08 20:46:43 +02:00
in0finite
4704d750d1 extract IWorldSystem interface 2021-09-08 20:27:30 +02:00
in0finite
051d4505ba solve problem with static fields in generic types 2021-09-08 18:51:00 +02:00
in0finite
3ad3cde939 add method RemoveAllObjectsFromArea() 2021-09-08 18:21:08 +02:00
in0finite
3d4ea8c0f5 ... 2021-09-08 18:19:24 +02:00
in0finite
7d36bc4493 ... 2021-09-08 18:18:26 +02:00
in0finite
74865d9fc1 ... 2021-09-08 16:51:46 +02:00
in0finite
88042fbeec refactor: add FocusPointManager 2021-09-08 16:26:11 +02:00
in0finite
4d42edade6 move function to other class 2021-09-07 02:16:02 +02:00
in0finite
eb2fe7ef66 rename class 2021-09-07 02:13:54 +02:00
in0finite
d397ae1d2f rename file 2021-09-07 02:13:14 +02:00
in0finite
7ceb81166b better weapon api 2021-09-07 01:50:28 +02:00
in0finite
31489a6006 rename method 2021-09-07 01:39:39 +02:00
in0finite
cc9eb95cdc remove 'slot' argument from SetWeaponAtSlot() 2021-09-07 01:38:54 +02:00
in0finite
d7f0ec9d54 properly detect gang member 2021-09-07 01:33:19 +02:00
in0finite
306a7fa55e add PathsManager script to prefab 2021-09-07 01:14:04 +02:00
in0finite
d61789fb25 revert scene changes from PR 2021-09-07 01:12:40 +02:00
in0finite
3a40487a6d remove unused function 2021-09-07 01:04:23 +02:00
in0finite
b62e786dad ... 2021-09-07 00:47:54 +02:00
in0finite
6f866fa750 change namespace 2021-09-07 00:45:25 +02:00
in0finite
f3039575a2 ... 2021-09-07 00:28:37 +02:00
in0finite
a4ffe2e4fd fix memory leak with event 2021-09-07 00:27:22 +02:00
in0finite
1db899ebba rename class 2021-09-07 00:05:06 +02:00
in0finite
3081db59ad add StartupSingleton 2021-09-07 00:04:15 +02:00
in0finite
fdd15b81b5 rename file 2021-09-07 00:04:00 +02:00
in0finite
382df428c1 ... 2021-09-07 00:03:45 +02:00
in0finite
7540fe353c remove var 2021-09-06 23:47:59 +02:00
in0finite
22885b08a1 ... 2021-09-06 23:46:57 +02:00
in0finite
f4a2e25d21 cache list of ped AIs 2021-09-06 23:41:56 +02:00
in0finite
c48d59d7a1 some cleanup 2021-09-06 23:33:12 +02:00
Damien
5862efba4f
[#79] AI peds pathfinding (#111)
* Added Ped AI with debug info

* Improved ped AI + auto spawn for each players

* Disabling Ped Spawner script for clients

* Added flee script for peds and reworked peds AI

* Optimized Ped spawning script

* Removed unused ped command

* Convert class to struct in NodeFile.cs

* Revert style on Ped_Spawning

* Fixed respawning ped issue on multiplayer

* Improved ped's AI and spawns

* Added FindYCoordWithXZ method

* Fixed peds spawn point on bridges + added Ped tag

* Removed Ped tag to improve performances

* Fixed ped trying to spawn when player is in interior
2021-08-08 01:05:13 +02:00
in0finite
7b491d49ae fix indices - infinite water works 2021-08-01 17:15:29 +02:00
in0finite
04be0ad46c attempt to impl infinite water 2021-08-01 17:02:50 +02:00
in0finite
946690f154 ... 2021-07-24 00:29:36 +02:00
in0finite
f867f2aa2d display player name in stats 2021-07-24 00:28:39 +02:00
in0finite
12d13392c1 use player name when sending chat messages 2021-07-24 00:27:59 +02:00
in0finite
ae3ee460c8 ... 2021-07-24 00:27:26 +02:00
in0finite
3159d3ed97 add setting for player name 2021-07-24 00:27:02 +02:00
in0finite
a691232447 add player name 2021-07-23 22:59:44 +02:00
in0finite
27d2acb293 ... 2021-07-22 16:00:26 +02:00
in0finite
2991a3bbd6 don't load water in headless mode 2021-07-22 15:56:59 +02:00
in0finite
f9a6e11c53 ... 2021-07-22 15:56:12 +02:00
in0finite
41be5fff89 merge water meshes into one 2021-07-22 15:28:12 +02:00
in0finite
79d4901046 change light params only when hour changes 2021-07-20 02:24:24 +02:00
in0finite
566f1ab7f6 ... 2021-07-20 01:13:38 +02:00
in0finite
4d8181dfc8 ... 2021-07-20 00:18:33 +02:00
in0finite
26ee818101 change default camera distances, and change serialization names 2021-07-20 00:08:09 +02:00
in0finite
f6833c31bf if there is only 1 player, always spawn him on the same place - no randomization 2021-07-18 21:14:06 +02:00
in0finite
92508905a3 ... 2021-07-18 21:12:40 +02:00
in0finite
b687faac8d rename 2021-07-18 21:07:27 +02:00
in0finite
c30551d718 change angle of Sun around Y axis 2021-07-18 21:05:39 +02:00
in0finite
f47b2adaf0 change serialization name of "max draw distance" setting 2021-07-18 21:02:56 +02:00
in0finite
5cbdf1314b don't save setting if it's equal to default value and it's not saved already 2021-07-18 21:02:28 +02:00
in0finite
f3a7bcc72a add ability to specify serialization name for settings 2021-07-18 20:24:20 +02:00
in0finite
d7d5d6d221 fix focus point parameters for camera on client 2021-07-18 18:50:12 +02:00
in0finite
37e0c64453 fix bug on clients 2021-07-18 18:49:14 +02:00
in0finite
32c0be1af2
new world loading system (#110)
* wip

* much faster world creation

* add StaticGeometryInspector

* disable child/parent logic and fading

* rename

* (de)activate objects based on parent

* set draw distance based on layers

* ...

* wip

* wip

* wip

* remove unused param

* prevent concurrent modification

* ...

* catch exceptions when notifying

* ...

* notify about area, not objects

* limit public access to Area

* ...

* ...

* allow public access

* add public api

* adapt code

* pass callback to ctor

* adapt focus points

* fix

* fix intersection check

* support rectangles

* adjust parameters in prefab

* this should fix IsInsideOf()

* ...

* ...

* fix getting area by index

* create area if not exists

* ...

* ...

* ...

* wip for distance levels

* remove constraint on generic parameter

* add some validation

* fix

* fix draw distance per level

* change time of day in which lights are visible

* add todos

* don't use id for UnRegisterFocusPoint()

* use hash set for storing focus points

* add 1 more level

* mark area for update only if visibility changes

* profile WorldSystem calls

* add some profiling sections

* limit time per frame for LoadingThread

* switch custom concurrent queue

* copy jobs to buffer

* rename

* change max draw distance setting

* wait one more frame

* try to remove 801 distance level to remove holes

* attempt to hide interiors, but failed

* delete no longer needed script

* optimization

* some error checking

* add camera as focus point

* dont add camera as focus point in headless mode

* working on load priority

* fix bug - load priority finished

* ...

* small optimizations

* ...

* ...

* remove unneeded variable

* add fading

* dont do fading in headless mode

* fadeRate available in inspector

* change fade rate

* take into account if geometry is loaded when checking if object should be visible, and if fading should be done

* small optimization

* cache IsInHeadlessMode

* display Instance info in inspector

* move interiors up in the sky

* rename

* adapt code to different y pos of interiors

* refactor

* fix finding matched enex for enexes that lead to the same interior level

* display new world stats

* rename

* rename class

* ...

* ...

* extract function

* extract parameters into a struct

* add focus point to dead body

* add focus point to vehicle

* add focus point to vehicle detached parts

* remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map

* dont use focus points on vehicle and vehicle detached parts, when not on server

* add focus point for npc peds

* add possibility to set timeout during which focus point keeps revealing after it's destroyed

* adapt UnRegisterFocusPoint() to timeout

* rename

* adapt code

* cleanup MapObject class

* ...

* converting to `lock()`

* optimize method: use 1 lock instead of 3

* call OnObjectFinishedLoading() instead of AddToLoadedObjects()

* ...

* make sure it's main thread

* AsyncLoader is no longer thread safe

* convert static members to non-static in LoadingThread

* fix

* ...

* store indexes for each area

* impl GetAreaCenter()

* calculate load priority based on distance to area, not objects ; limit time per frame ; sort area in Cell, not in concurrent SortedSet ;

* add support for changing draw distance at runtime

* delay setting the new value by 0.2 s

* have a separate default max draw distance for mobile platforms

* adjust y axis world params so that number of visible areas is reduced

* remove "camera far clip plane" setting

* rename

* document flags

* rename

* disable shadow casting and receiving for some objects

* allow casting shadows for LODs with large draw distance

* remove "WorldSystem" layer

* revert layer
2021-07-18 06:03:43 +02:00
in0finite
bac100ebcb display some stats 2021-06-26 01:58:05 +02:00
in0finite
c7a4fc9332 face lights toward camera every frame 2021-06-26 01:47:52 +02:00
in0finite
b3eb724469 fix 2021-06-26 00:58:43 +02:00
in0finite
28316f720a ... 2021-06-26 00:58:25 +02:00
in0finite
7378f61d9f enable/disable lights based on day time 2021-06-26 00:47:50 +02:00
in0finite
7f071364b3 dont do it in headless mode 2021-06-25 23:03:31 +02:00
in0finite
fda799b8a2 optimizations and refactoring 2021-06-25 23:00:33 +02:00
in0finite
4aa60fbae4 add param 'rotateLightsToFaceCamera' 2021-06-25 22:24:46 +02:00
in0finite
65eb14afad use arrays 2021-06-25 22:16:27 +02:00
in0finite
417272e027 ... 2021-06-25 22:12:46 +02:00
in0finite
877ad97e04 determine time offset based on rotation of object 2021-06-25 22:11:26 +02:00
in0finite
a214441b94 can now correctly detect red/yellow/green lights 2021-06-25 21:30:31 +02:00
in0finite
a7b7ac1e9b use InvokeRepeating() 2021-06-25 20:28:11 +02:00
in0finite
66391fcb58 fix infinite loop 2021-06-25 19:13:40 +02:00