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
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
in0finite
2193aeaea1
traffic lights should be working
2021-06-25 18:56:52 +02:00
in0finite
06a277acd2
update lights in StaticGeometry
2021-06-25 15:51:00 +02:00
in0finite
fc6af2392e
implement world lights
2021-06-25 14:37:24 +02:00
in0finite
d59c2c7ede
remove light game objects
2021-05-04 21:24:13 +02:00
in0finite
f72cd743a3
display current time in UI
2021-05-04 20:55:01 +02:00
in0finite
197089aab3
(de)activate time objects based on current time
2021-05-04 19:54:47 +02:00
in0finite
49596eb613
load TOBJ objects
2021-05-03 21:24:48 +02:00
in0finite
71fb48f481
fix sync
2021-05-03 04:18:59 +02:00
in0finite
613767d6d7
attempt to sync
2021-05-03 03:00:22 +02:00
in0finite
50e8cef69a
rename class
2021-05-03 01:59:33 +02:00
in0finite
46e76e7895
rename file
2021-05-03 01:57:34 +02:00
in0finite
bcf74a342d
update light angle every frame
2021-05-03 01:55:41 +02:00
in0finite
6b807e2d98
...
2021-05-03 00:17:08 +02:00
in0finite
2da430251c
remove unused code
2021-05-02 23:51:37 +02:00
in0finite
378a92794d
...
2021-05-02 23:02:04 +02:00
in0finite
b459f62e73
implement daytime manager
2021-05-02 23:01:31 +02:00
in0finite
b963a95d85
wip
2021-04-26 00:43:30 +02:00
in0finite
38e1d4f0b2
set mesh vertex colors
2021-04-25 23:16:16 +02:00
in0finite
25c3954256
load night colors
2021-04-25 21:15:53 +02:00
in0finite
f87eb89c63
create LightSource script
2021-04-18 00:07:49 +02:00
in0finite
91491a19f1
load lights info
2021-04-17 22:15:07 +02:00
in0finite
072b7f128e
change plugins folder name
2021-03-05 21:55:56 +01:00
in0finite
d5d15876fd
load plugins from Start()
2021-03-05 21:55:09 +01:00
in0finite
ab4f1e00d9
change SEO
2021-03-05 21:32:49 +01:00
in0finite
f96be81166
skip font loading because fonts are not used anywhere
2021-02-28 22:57:29 +01:00
in0finite
0589ccb039
exit aim & fire states if ped is not holding a weapon
2021-02-23 00:10:11 +01:00
in0finite
c52fd29de8
don't display inflicted damage for the same player
2021-02-22 23:56:58 +01:00
in0finite
9e7378d1ca
exit drive-by state if ped doesn't have gun weapon
2021-02-22 23:20:01 +01:00
in0finite
fb2f17792e
unsupported vehicles will not cause spamming error messages - they are destroyed
2021-02-22 22:19:15 +01:00
in0finite
000a8a6cc9
revert adaption
2021-02-22 20:21:14 +01:00
in0finite
16380a4fe7
adapt all scripts to command system - stop using PlayerRequests
2021-02-22 19:43:17 +01:00
in0finite
fb332a40c0
add flag "addWeaponsToSpawnedPlayers"
2021-02-21 02:35:26 +01:00
in0finite
985054b648
add Ped.onAwake event
2021-02-21 01:39:39 +01:00
in0finite
6e23e3a97c
add Ped.onStart event
2021-02-21 01:20:20 +01:00
in0finite
1970c945aa
add SpawnHandler - spawn positions can be overridden
2021-02-20 17:04:17 +01:00
in0finite
a729fa7692
add 'attackingPlayer' to DamageInfo
2021-02-19 22:08:37 +01:00
in0finite
16f991db98
remove commented code
2021-02-19 20:35:46 +01:00
in0finite
e711eaae58
fix plugin loading
2021-02-19 20:35:38 +01:00
in0finite
98e110881a
move file to another folder
2021-02-19 18:30:10 +01:00
in0finite
7e97945021
add Ped.onDamaged event
2021-02-19 02:55:09 +01:00
in0finite
ec436c6037
add plugin loading and game modes
2021-02-19 02:22:03 +01:00
in0finite
104f627bd3
extract into static function
2021-02-13 22:52:43 +01:00
in0finite
0d3d8e3dce
remove old code
2021-02-13 22:44:22 +01:00
in0finite
7b4d256008
cache shader property ids
2021-02-13 22:38:35 +01:00
in0finite
ec660c368c
set vehicle lights' intensity to 0 by default
2021-02-13 22:22:03 +01:00
in0finite
2232f4327f
fix FPS drop on Android
2021-02-13 22:18:27 +01:00
in0finite
899711abda
add ability to specify gui style for area
2021-02-06 23:20:21 +01:00
in0finite
f9faff6c67
don't detach ragdoll when ped is killed in a vehicle, except if vehicle exploded
2021-02-06 21:12:41 +01:00
in0finite
3267daa543
state classes handle killing of ped
2021-02-06 21:11:14 +01:00
in0finite
ac56764618
add "Dead body traffic per player" stat
2021-02-06 20:07:53 +01:00
in0finite
6f21cc8bf0
destroy all rigid bodies on clients except for the root bone - they work for themselves, and bones look deformed and stretched
2021-02-06 19:20:21 +01:00
in0finite
d525a99575
sync velocity only for root bone
2021-02-06 19:18:36 +01:00
in0finite
ae834f63c7
add flags to sync data
2021-02-06 17:19:35 +01:00
in0finite
dac7f81574
add setting for ragdoll interpolation mode
2021-02-06 03:16:36 +01:00
in0finite
3e73a557f2
set vehicle's rigid body CollisionDetectionMode to continuous dynamic
2021-02-06 02:39:56 +01:00
in0finite
af54f74847
optimize network traffic for ragdolls - sync only rigid bodies - traffic should be 4 KB/s for 1 ragdoll
2021-02-06 01:29:55 +01:00
in0finite
964a76685e
set collision detection mode to ContinuousDynamic - seems that leftover parts no longer can go through ground
2021-02-05 23:40:30 +01:00
in0finite
7df6fcd135
more limitations on client ...
2021-02-05 01:08:07 +01:00
in0finite
93a1c7aaf0
use RigidBody's position for syncing, not transform's
2021-02-05 01:06:11 +01:00
in0finite
c4699859e1
add option to destroy wheel colliders on client
2021-02-05 01:04:37 +01:00
in0finite
c6bd9fef9a
sync rpm and properly rotate wheel
2021-02-04 23:18:01 +01:00
in0finite
b0ec6417c7
extract function
2021-02-04 23:17:12 +01:00
in0finite
f6fe21cbdb
sync y position of wheel
2021-02-04 22:21:16 +01:00
in0finite
91bc7547a5
don't use gravity and don't detect collisions on client
2021-02-04 22:19:34 +01:00
in0finite
9caf2df790
set interpolation on vehicle rigid body
2021-02-04 22:17:26 +01:00
in0finite
f17824e237
reset velocity on clients if it is not synced
2021-02-04 22:14:10 +01:00
in0finite
0c20894a31
add namespace
2021-01-31 20:58:44 +01:00
in0finite
e6a48d4bf6
load all IMG archives that are found in loose archive
2021-01-31 20:08:48 +01:00
in0finite
336db81e51
continue if failed to load cursor texture
2021-01-31 03:29:51 +01:00
in0finite
c6dea949cf
add possibility to skip minimap load
2021-01-31 03:21:02 +01:00
in0finite
fed4e987f9
extract function
2021-01-31 03:12:22 +01:00
in0finite
63c27c28a9
load anim groups using ArchiveManager
2021-01-31 02:07:57 +01:00
in0finite
cf322da937
set invariant culture for all threads
2021-01-30 18:49:46 +01:00
in0finite
1a5e433e28
...
2021-01-26 23:30:36 +01:00
in0finite
df730095f3
use ConfigManager to load config
2021-01-26 23:29:01 +01:00
in0finite
406af30d90
move script to another folder
2021-01-12 23:17:27 +01:00
in0finite
9f83eadabb
add namespace
2021-01-12 23:12:23 +01:00
in0finite
cfab2fec73
improve master server's client
2021-01-12 23:11:10 +01:00
in0finite
c0167903eb
Merge remote-tracking branch 'origin/dev' into feature/ragdoll
2021-01-12 22:12:37 +01:00
Spider134
9ef83a1ab5
Implement master server ( #102 )
...
* Added font importing
* Revert "Added font importing"
This reverts commit 31f3463097
.
* Fix Loader.cs formatting
* Fix texture issue
* Revert "Fix texture issue"
This reverts commit 79c44f8069
.
* Update FontsImporter.cs
* Add master server client
* Remove curly bracket
* Add missing tab and fix a issue
* Update MasterServerClient.cs
* Remove IP and fix an issue
* Added feedback for when a user refreshes the internet tab and added an error message when server registration fails.
2021-01-12 22:06:38 +01:00
in0finite
a713853140
Merge remote-tracking branch 'origin/dev' into feature/ragdoll
2021-01-12 21:58:27 +01:00
in0finite
b7ab28fedf
add "num rigid bodies in dead bodies" to misc stats
2021-01-08 03:00:03 +01:00
in0finite
ebaa36fb1a
add "num bones in dead bodies" to misc stats
2021-01-08 02:57:39 +01:00
in0finite
be97e40457
cleanup
2021-01-08 02:52:10 +01:00
in0finite
2451514db1
use custom serialization
2021-01-08 02:40:45 +01:00
in0finite
4b20f5de34
...
2021-01-08 00:18:46 +01:00
in0finite
38e205efc4
found almost perfect solution
2021-01-07 23:21:28 +01:00
in0finite
c8b44837af
fix comments
2021-01-07 22:16:51 +01:00
in0finite
dcc65fa8c5
tried to use MovePosition()/MoveRotation(), but it doesn't work
2021-01-07 21:43:03 +01:00
in0finite
34b9613782
don't set rigid body to kinematic - it behaves a little better with high velocity
2021-01-07 21:35:14 +01:00
in0finite
9267660a97
configure interpolation in Inspector
2021-01-07 21:02:12 +01:00
in0finite
2051451095
fix commented code
2021-01-07 20:59:36 +01:00
in0finite
7990d25ed5
extract SetPosition() and SetRotation()
2021-01-07 18:48:02 +01:00
in0finite
38d3035044
use struct for storing info about bones
2021-01-07 18:32:59 +01:00
in0finite
31d7d3c5dd
apply initial velocities
2021-01-07 17:50:58 +01:00
in0finite
6b3e656ed7
extract SetVelocity() method
2021-01-07 17:47:45 +01:00
in0finite
2d5d67fc55
cleanup
2021-01-07 17:44:47 +01:00
in0finite
a9e70bf7cc
cleanup
2021-01-07 16:51:30 +01:00
in0finite
506bca3faf
cleanup
2021-01-07 15:43:56 +01:00
in0finite
34175971ae
syncing is finally decent enough
2021-01-07 15:26:11 +01:00
Spider134
52533f836b
Add font loading ( #101 )
...
* Added font importing
* Revert "Added font importing"
This reverts commit 31f3463097
.
* Fix Loader.cs formatting
* Fix texture issue
* Revert "Fix texture issue"
This reverts commit 79c44f8069
.
* Update FontsImporter.cs
2021-01-06 20:46:56 +01:00
in0finite
68413a5c37
sync velocity
2021-01-05 22:58:47 +01:00
in0finite
20100a34aa
add "dead body sync rate" setting
2021-01-05 21:32:20 +01:00
in0finite
8d400bfceb
syncing works
2021-01-05 21:09:25 +01:00
in0finite
f9e320ce23
move creation of dead body to it's own class
2021-01-05 19:30:14 +01:00
in0finite
8469f18862
use prefab to spawn dead body
2021-01-05 18:21:57 +01:00
in0finite
75d9ca5f35
when vehicle explodes, all peds inside are killed - this also fixes Unity crash
2021-01-05 05:56:39 +01:00
in0finite
17f6aaeeda
peds are killed with a separate function ; ragdoll is detached only when peds are killed, not destroyed
2021-01-05 05:18:47 +01:00
in0finite
acae61657d
cleanup
2021-01-05 04:26:17 +01:00
in0finite
59097a00f2
apply force on dead body when it is hit by weapon
2021-01-05 04:20:46 +01:00
in0finite
3a5e237e06
add button to remove all dead bodies
2021-01-05 03:09:45 +01:00
in0finite
988e250981
...
2021-01-04 23:32:28 +01:00
in0finite
aa95d082d9
use continuous dynamic CollisionDetectionMode for ragdoll
2021-01-04 22:11:55 +01:00
in0finite
9a224c0eca
remove additionally added colliders from ragdoll (jaw, neck box)
2021-01-04 22:08:51 +01:00
in0finite
d6d5d660cf
wip on ragdoll
2021-01-04 01:28:58 +01:00
in0finite
64680f7280
initial ragdoll stuff
2021-01-03 14:23:18 +01:00
in0finite
85ed0480e6
add setting for radio volume
2021-01-02 23:22:52 +01:00
in0finite
b3188b6c11
assign SEO to scripts
2020-12-29 21:28:41 +01:00
in0finite
350f70ac9b
don't create hinge joints for vehicle doors
2020-12-29 20:58:51 +01:00
in0finite
edceca030f
extract function
2020-12-29 20:43:33 +01:00
in0finite
74bc44561f
remove commented code
2020-12-29 20:36:35 +01:00
in0finite
9d9b9743c5
spawn projectile on network
2020-12-26 23:57:51 +01:00
in0finite
e825ecb6d4
projectile should be visible on clients
2020-12-26 23:01:32 +01:00
in0finite
4eed0a4bbe
implement acceleration
2020-12-26 20:07:05 +01:00
in0finite
7cba029b92
sync projectile
2020-12-26 18:45:42 +01:00
in0finite
f04728934e
ignore collision between projectiles
2020-12-22 02:24:00 +01:00
in0finite
80a5e0c538
rotate projectile while moving
2020-12-21 23:27:00 +01:00
in0finite
26ed669de8
use separate prefab for rocket explosion
2020-12-21 22:56:41 +01:00
in0finite
d32688155c
remove commented code
2020-12-21 20:55:30 +01:00
in0finite
4acfe0e401
play projectile sound
2020-12-21 03:01:20 +01:00
in0finite
f61a4c829f
fix warning
2020-12-21 02:10:26 +01:00
in0finite
1ca4b2d0ad
ignore collision between shooter ped and projectile
2020-12-21 02:10:17 +01:00
in0finite
ec89abedd8
attach rocket model
2020-12-21 01:50:31 +01:00
in0finite
536c275a5e
display rocket crosshair
2020-12-21 01:00:05 +01:00
in0finite
9ee8f0dfac
implement reloading time - all weapons have it set to 0, except rockets
2020-12-20 22:27:29 +01:00
in0finite
00a95beb66
add namespace
2020-12-20 21:53:55 +01:00
in0finite
86e1187b5c
implement base projectile system
2020-12-20 21:51:59 +01:00
in0finite
615491aab6
use InvariantCulture when (de)serializing colors
2020-07-05 22:35:21 +02:00
in0finite
5816570fd2
sync color of detached parts
2020-07-05 22:33:34 +02:00
in0finite
f926bb7c24
send color of detached part
2020-07-05 21:39:59 +02:00
in0finite
d5a51d595e
newly connected clients can see already existing detached parts
2020-07-05 18:37:56 +02:00
in0finite
e959d1c483
don't log error if frame is not child of vehicle, because some vehicles have multiple frames with the same name, and this causes error only on client, but not on server
2020-07-05 13:42:50 +02:00
in0finite
942453a2a4
check if frame is already detached before detaching it - this also fixes a bug on client when he was trying to detach already detached frame
2020-07-04 20:12:01 +02:00
in0finite
9c63b25d38
log error if frame is not child of vehicle
2020-07-04 19:11:39 +02:00
in0finite
96b0ac1f33
disable cooking options on MeshCollider
2020-07-04 19:11:09 +02:00
in0finite
e47d8d0adf
explosion is synced
2020-07-04 18:52:23 +02:00
in0finite
798dfd55ed
...
2020-07-01 23:36:49 +02:00
in0finite
41e5223fc7
detached vehicle parts should be synced
2020-07-01 23:36:01 +02:00
in0finite
6725e3ce57
do some logic only on server
2020-07-01 19:36:39 +02:00
in0finite
96829ef506
sync vehicle's health
2020-07-01 19:31:06 +02:00
in0finite
2e0108d662
cleanup code
2020-07-01 19:25:59 +02:00
in0finite
395bcdcf4b
add some commented code related to petrolcap
2020-07-01 18:53:15 +02:00
in0finite
115821f2da
add hit point and hit normal to DamageInfo class
2020-07-01 18:52:35 +02:00
in0finite
d6c79434a4
cache petrolcap transform
2020-06-29 21:57:44 +02:00
in0finite
ec43361325
play explosion sound
2020-06-29 19:08:04 +02:00
in0finite
99c1cf8ecc
ped can not be damaged by explosion while he is in vehicle
2020-06-29 17:50:33 +02:00
in0finite
e5c6144706
ped damage handling is done by State classes
2020-06-29 17:12:48 +02:00
in0finite
47c44355ba
replace ExplosionPhysicsForce script from Standard Assets with custom script
2020-06-28 20:32:30 +02:00
in0finite
f865dd0051
vehicle's max health is calculated as power function of mass
2020-06-28 16:44:32 +02:00
in0finite
bfdb8a5ba0
use curve for adjusting damage over distance
2020-06-28 16:35:35 +02:00
in0finite
ba4e10bb3a
explosion damage amount is a power function
2020-06-27 22:50:50 +02:00
in0finite
bc605534e6
draw gizmos sphere indicating explosion damage radius
2020-06-27 22:40:51 +02:00
in0finite
ba1ebf4213
don't try to damage ped if his health is <= 0
2020-06-27 22:12:22 +02:00
in0finite
16bd731403
ped can be damaged by explosion
2020-06-27 22:00:10 +02:00
in0finite
b6b2037e97
explosion strength and upward modifier are proportional to squared root of vehicle's mass
2020-06-22 03:05:42 +02:00
in0finite
8871702e5b
make some parameters configurable
2020-06-21 23:35:39 +02:00
in0finite
9678faa18a
inflict damage to nearby objects
2020-06-21 18:21:15 +02:00
in0finite
b2af2ade90
add stats about vehicle's damage
2020-06-21 16:35:39 +02:00
in0finite
4b6223a025
change some params
2020-06-21 16:20:16 +02:00
in0finite
2e02d0dab2
modify strength of explosion based on vehicle mass
2020-06-21 15:43:19 +02:00
in0finite
44fe30d8df
don't apply explosion force 2 times
2020-06-21 15:33:19 +02:00
in0finite
07d802ce8f
add explosion VFX and explosion physics force
2020-06-21 14:15:20 +02:00
in0finite
c56dad1950
flame VFX done
2020-06-21 01:24:19 +02:00
in0finite
ea6e45b593
smoke VFX done
2020-06-21 00:33:55 +02:00
in0finite
d98643e70c
explode exception-safe
2020-06-20 20:17:22 +02:00
in0finite
d4078d250e
cleanup
2020-06-20 20:15:29 +02:00
in0finite
775af9f9cb
apply different force amount on chassis
2020-06-20 19:56:55 +02:00
in0finite
b0cde397be
randomize lifetime of detached parts
2020-06-20 18:06:24 +02:00
in0finite
bfb15e4c9c
chassis have realistic mass
2020-06-20 18:05:12 +02:00
in0finite
075bfc3d2d
detach chassis during explosion
2020-06-20 17:56:17 +02:00
in0finite
d4c8d83fcc
add DescriptionForLogging property
2020-06-20 17:55:27 +02:00
in0finite
552043bcd7
cache "engine" transform
2020-06-20 16:23:53 +02:00
in0finite
7581f4ac0a
unsubscribe from VehiclePhysicsConstants.Changed event when vehicle is destroyed
2020-06-20 16:21:29 +02:00