Commit graph

1381 commits

Author SHA1 Message Date
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
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
08ccd6f9ee ... 2021-05-04 21:28:47 +02:00