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
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
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
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
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
in0finite
d59c2c7ede
remove light game objects
2021-05-04 21:24:13 +02:00
in0finite
d73fd9e163
display day time UI even when local ped is not alive
2021-05-04 21:21:13 +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
d5f3657151
...
2021-05-03 02:00:55 +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
91f136b97c
add time scale to day-time window
2021-05-03 01:54:26 +02:00
in0finite
6b807e2d98
...
2021-05-03 00:17:08 +02:00
in0finite
0cde5b1025
some cleanup
2021-05-03 00:09:24 +02:00
in0finite
b0810e9bfa
cache shader property id
2021-05-02 23:55:00 +02:00
in0finite
2da430251c
remove unused code
2021-05-02 23:51:37 +02:00
in0finite
2fc4d58bb6
assign "_HasNightColors" to materials which have night colors
2021-05-02 23:45:02 +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
30cd22057c
don't log error
2021-04-26 00:44:14 +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
1a118064b5
remove unused method
2021-04-25 21:24:23 +02:00