Commit graph

27 commits

Author SHA1 Message Date
in0finite
0de0fc0bb5 remove Ped tag 2021-09-07 01:08:16 +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
fcdefaf1c0 change some settings of Fantastic quality level 2021-07-20 00:49:00 +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
6529096a32 increase versions 2021-03-06 13:53:01 +01:00
in0finite
44ccd57fd3 increase versions 2021-02-14 15:34:41 +01:00
in0finite
0fd02e1d7e change AndroidBundleVersionCode 2021-01-30 00:08:36 +01:00
in0finite
fc8ba1c407 set version number 2020-12-28 01:20:00 +01:00
in0finite
73bd674607 change default quality level on PC platform to Fantastic 2020-12-27 23:30:40 +01:00
in0finite
f04728934e ignore collision between projectiles 2020-12-22 02:24:00 +01:00
in0finite
ea6e45b593 smoke VFX done 2020-06-21 00:33:55 +02:00
in0finite
c5b8d7df6d add new layer for vehicle high detail mesh 2020-06-02 20:44:08 +02:00
in0finite
24ae9c853d disable collision between "PedBone" layer and other layers 2020-05-31 19:09:57 +02:00
in0finite
e945f9f54e ragdoll bones are set up 2020-05-31 19:09:57 +02:00
in0finite
e0fb77fce6 increase build number 2020-05-31 19:09:48 +02:00
in0finite
c746d826cf Unity changed ProjectSettings 2020-05-31 19:09:48 +02:00
in0finite
adaa4e7776 use default keystore 2020-05-31 19:09:48 +02:00
in0finite
a01ce7b94f Unity changed graphics settings 2020-05-31 19:09:47 +02:00
in0finite
b9ca2b2c7a create keystore for signing APK 2020-05-31 19:09:47 +02:00
in0finite
733df97011 assign scripting define symbols for Android 2020-05-31 19:09:47 +02:00
in0finite
687a09059d change android build settings: bundleVersion, applicationIdentifier, AndroidBundleVersionCode, ForceInternetPermission, ForceSDCardPermission 2020-05-31 19:09:47 +02:00
in0finite
8ab0b3f107 change default screen orientation to landscape left 2020-05-31 19:09:47 +02:00
in0finite
df643f0b86 Rename scene 2020-05-31 19:09:42 +02:00
in0finite
36c07a48d8 Update UnityConnectSettings.asset 2020-05-31 19:09:38 +02:00
in0finite
503bf098c1 Update ProjectSettings.asset 2020-05-31 19:09:37 +02:00
in0finite
52361629aa Opened project with Unity 2018.3 2020-05-31 19:09:37 +02:00
in0finite
039ae76a14 Initial commit 2020-05-31 19:07:22 +02:00