jaan242
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92bbc4bd53
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radio (#69)
* radio
* radio 2
* radio 3
* radio 4
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2020-05-31 19:09:51 +02:00 |
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in0finite
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c512aaad1d
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only reset settings if they changed
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2020-05-31 19:09:51 +02:00 |
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in0finite
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9da08b7dba
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settings are properly resetted
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2020-05-31 19:09:51 +02:00 |
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in0finite
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d164ce3d2b
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working on resetting settings to default values
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2020-05-31 19:09:51 +02:00 |
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in0finite
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d8480a2522
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ignore culture when saving int and float settings
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2020-05-31 19:09:51 +02:00 |
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jaan242
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c99cf04494
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moved speedometer label to the right (#67)
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2020-05-31 19:09:51 +02:00 |
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in0finite
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8ca984d91c
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fix bug
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2020-05-31 19:09:51 +02:00 |
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in0finite
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8ddd78367d
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skip creating enexes for now
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2020-05-31 19:09:51 +02:00 |
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in0finite
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f42900d56c
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don't override cell ids in Awake()
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2020-05-31 19:09:50 +02:00 |
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in0finite
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76de9c1230
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don't draw enexes by default
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2020-05-31 19:09:50 +02:00 |
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in0finite
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0c447546ec
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draw all exterior enexes
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2020-05-31 19:09:50 +02:00 |
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in0finite
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1c0609b83a
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enexes are not re-activated when in range
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2020-05-31 19:09:50 +02:00 |
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in0finite
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ebf9e10eac
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...
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2020-05-31 19:09:50 +02:00 |
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in0finite
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b9d409a31c
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improve enex look ; enex can be animated
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2020-05-31 19:09:50 +02:00 |
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in0finite
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1efa38ff84
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map window draws enexes
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2020-05-31 19:09:50 +02:00 |
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in0finite
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1bdc7226e5
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animate enex
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2020-05-31 19:09:50 +02:00 |
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in0finite
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47c43384ed
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adjust y position of enex
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2020-05-31 19:09:50 +02:00 |
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in0finite
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4b6c42ef61
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create enex objects from prefab
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2020-05-31 19:09:50 +02:00 |
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in0finite
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c78200c80f
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create enex objects in the world
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
7d35fb4971
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load all interiors
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
3367c59b45
|
fix for not displaying first enex location
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2020-05-31 19:09:50 +02:00 |
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in0finite
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362241aace
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don't call OnSpawn() from PedModel, but instead find ground from Start()
this will make sure that ped's starting position does not change before call to FindGround()
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2020-05-31 19:09:50 +02:00 |
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in0finite
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24af9dfa4a
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use enex exit positions as spawn positions for players, if exterior is not loaded
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
6bcf1b4c91
|
refactor
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2020-05-31 19:09:50 +02:00 |
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in0finite
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cb46cf795e
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remove quotes from enex name
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2020-05-31 19:09:50 +02:00 |
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in0finite
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eedd411520
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obtain spawn positions at the moment when they are needed ; don't create game objects that act as spawn positions
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
deda364ec8
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SpawnManager uses TransformDataStruct for storing spawn positions
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2020-05-31 19:09:50 +02:00 |
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in0finite
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9f01cc8c48
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update TODO
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
9f7861673a
|
move enex spawn position up by a little, because some enexes are placed below objects
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
615f8d33cd
|
more precise positioning after ground is found
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
a06fd323db
|
when teleporting ped, assign his heading too
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
b2f427b67c
|
assign starting position at the start of coroutine
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
86fa29c345
|
better log messages
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
a84e5f38dc
|
apply "tryFromAbove" parameter when finding ground
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
60f685dd70
|
don't assign initial Y position when finding ground
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
25d1e30efa
|
add ability to pass parameters to FindGround()
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
31a1903b94
|
TeleportWindow uses enexes as teleport locations, if exterior is not loaded
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
dee7833ab7
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use TransformDataStruct in TeleportWindow
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
267c5d00a1
|
create TransformDataStruct struct
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
a3f73edef8
|
read ENEX section of IPL files
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
b3d082dbe2
|
improve division gizmos
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
0698429c25
|
changed the way how distance is calculated from division to point
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
98bd42cf97
|
fix for situation when LOD child is located in different render level
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
d872f163ac
|
draw better gizmos for Division
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
29bffc2c11
|
don't duplicate uv array
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
cd6210d2cc
|
don't duplicate colors array
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
cd972e2dd3
|
don't duplicate normals array
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
b14268f646
|
don't duplicate vertices array
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
75d08f874e
|
don't obtain vertices from Mesh, use the already created array
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2020-05-31 19:09:50 +02:00 |
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in0finite
|
8ea6795084
|
remove some usages of ToArray() when loading geometry
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2020-05-31 19:09:50 +02:00 |
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