in0finite
c50bff84cd
add setting for dead body lifetime
2021-01-05 03:28:14 +01:00
in0finite
003442d5b7
add num dead bodies to Misc stats
2021-01-05 03:10:00 +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
93809fd9d3
change order of tabs in Options window
2021-01-02 23:58:00 +01:00
in0finite
85ed0480e6
add setting for radio volume
2021-01-02 23:22:52 +01:00
in0finite
7431d4f010
remove commented code
2021-01-02 20:46:38 +01:00
in0finite
e18d335798
reorganize setting tabs
2021-01-02 20:46:19 +01:00
in0finite
56d28883cc
add SoundSettings
2021-01-02 19:37:11 +01:00
in0finite
b411c1a3de
change button name
2021-01-02 19:02:42 +01:00
in0finite
dfc039e94a
send chat on Enter
2021-01-02 18:56:46 +01:00
in0finite
74a1d8f158
use InvokeEventExceptionSafe() for chat event
2021-01-02 17:35:46 +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
95d6297d8a
add setting for vehicle's detached part lifetime
2020-12-28 01:41:11 +01:00
in0finite
12ea96059b
update submodule
2020-12-28 01:12:13 +01:00
in0finite
309c00b72d
add event for when server changes status
2020-12-28 01:05:54 +01:00
in0finite
efab1b9e3e
increase chat message duration
2020-12-28 00:53:44 +01:00
in0finite
07c17bf730
ignore JetBrains plugins
2020-12-28 00:14:24 +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
c365cfe4af
remove Light component from explosions
2020-12-26 21:06:06 +01:00
in0finite
02729c27d3
adjust speed params
2020-12-26 20:10:21 +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
0c751b0208
add setting for projectile reload time
2020-12-26 17:40:30 +01:00
in0finite
c09741150c
add rocket explosion to spawnable prefabs list
2020-12-22 02:24:42 +01:00
in0finite
f04728934e
ignore collision between projectiles
2020-12-22 02:24:00 +01:00
in0finite
852b198ab1
adjust prefab params
2020-12-22 01:00:51 +01:00
in0finite
594caa5d6e
leave trail behind projectile
2020-12-22 00:38:14 +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
Antonio Alexandru Ganea
c3aebc3826
RCON Support ( #96 )
...
* Added RCON dotnet submodule
* RCON Manager
* RCON works
* Switched inter-thread passing from tasks callbacks to BlockingCollection
* Cleanup
* Config based rcon port and password
* RCON is disabled by default in config
* Added SanAndreasUnity.RCON namespace to CommandInterpreter
* Pass command to main thread first and report progress afterwards
* Minor cleanup
* Removed InvalidOperationException as it was never possible
* Moved OnLoaderFinished code in RCONManager
* Added RCONManager script to prefab
* Added meta files
2020-11-01 23:51:03 +01:00
in0finite
29d5a04db9
assign SEO for on-screen message scripts
2020-07-11 15:37:17 +02:00
in0finite
8eea97c33d
assign SEO to new scripts
2020-07-11 15:08:12 +02:00
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
d31a39b6b4
display num of spawned network objects in Net stats
2020-07-05 13:50:22 +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
e649d483d2
safety check
2020-07-04 20:34:17 +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
24e1e7c27b
remove unused code
2020-07-02 01:02:43 +02:00
in0finite
f82315f3ad
rigid body sync works
2020-07-02 00:59:17 +02:00
in0finite
798dfd55ed
...
2020-07-01 23:36:49 +02:00
in0finite
a7fe0c7ef6
add safety check
2020-07-01 23:36:34 +02:00
in0finite
41e5223fc7
detached vehicle parts should be synced
2020-07-01 23:36:01 +02:00
in0finite
fbd23c0cce
create NetworkRigidBody script
2020-07-01 23:32:40 +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
9734b6f515
damage type can be specified when damaging object
2020-06-29 17:11:29 +02:00
in0finite
363ec0dd0e
remove unused variable
2020-06-28 23:57:09 +02:00
in0finite
b8051fe2d9
don't use collider's transform position when checking for distance
2020-06-28 23:56:20 +02:00
in0finite
7da990e105
use bounds center if ClosestPoint() function does not work
2020-06-28 20:38:23 +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
9d18c2ec55
inflict damage based on distance to closest point on all colliders
2020-06-27 21:55:04 +02:00
in0finite
f00b7b7601
adjust explosion parameters
2020-06-22 03:20:44 +02:00
in0finite
53267c2bdc
update submodule
2020-06-22 03:17:12 +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
aaf9af8c3f
destroy explosion when particle systems finish
2020-06-21 14:56:21 +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
246042f125
add meta file for new folder
2020-06-20 21:59:10 +02:00
in0finite
31bb2568bb
delete "Standard Assets" folder
2020-06-20 21:46:56 +02:00
in0finite
ddf25cbe8e
add submodule
2020-06-20 21:40:25 +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
in0finite
b9852975af
CmdRequestToDestroyMyVehicles() now explodes vehicles
2020-06-20 16:19:46 +02:00
in0finite
bd37b9f577
"Destroy all vehicles" button now explodes the vehicles, instead of destroying them
2020-06-20 16:18:09 +02:00
in0finite
41856f3def
vehicle explosion logic done - vehicle parts are detached, have rigid bodies, and explosion force is applied to them
2020-06-20 16:16:11 +02:00
in0finite
5ba7751ef6
damaging vehicles works
2020-06-09 19:45:25 +02:00
in0finite
faf96838b9
implement basic vehicle damage logic
2020-06-09 18:34:15 +02:00
in0finite
29b7ae65f0
remove commented code
2020-06-06 20:45:44 +02:00
in0finite
19fc36d718
display info about messages in Misc stats
2020-06-06 20:04:10 +02:00
in0finite
ba9318d594
change default text to empty
2020-06-06 20:03:43 +02:00
in0finite
81df1bb651
pool messages
2020-06-06 20:03:26 +02:00
in0finite
7623b3ce29
optimization
2020-06-06 19:02:43 +02:00
in0finite
cf0437e80a
properly destroy messages
2020-06-06 18:41:50 +02:00
in0finite
1016a18c80
add OnScreenMessage script to prefab
2020-06-06 18:41:32 +02:00
in0finite
a7faf63540
assign messages container
2020-06-06 18:31:21 +02:00
in0finite
bd5ac7b252
save the stupid scene - it gets modified for some reason
2020-06-06 18:24:59 +02:00
in0finite
394348745e
converting on-screen messages to uGUI
2020-06-06 18:09:26 +02:00
in0finite
78319b501b
set correct layer mask for finding ground - fixes a bug for ped always spawning at initial position, because ray was hitting ragdoll colliders
2020-06-06 16:55:57 +02:00
in0finite
29ab0556c6
specify ignored layer mask for finding ground in Inspector
2020-06-06 15:54:04 +02:00
in0finite
fda86887f7
use random rotation when spawning players' peds
2020-06-06 00:53:26 +02:00
in0finite
9dc4f03c9f
run exception safe
2020-06-06 00:45:53 +02:00
in0finite
dab056d48e
fix for spawning peds at the same position
2020-06-06 00:40:47 +02:00
in0finite
fe557282eb
fix for recruiting peds
2020-06-05 23:49:50 +02:00
in0finite
03a0f5c35e
extract method
2020-06-05 23:22:30 +02:00
in0finite
d37d601082
peds can not damage other peds in the same vehicle
2020-06-03 02:12:40 +02:00
in0finite
21644998cb
rename variable
2020-06-03 01:10:38 +02:00
in0finite
e740307084
change projectile raycast mask
2020-06-03 00:41:39 +02:00
in0finite
cb495440cd
fix camera being blocked by vehicle's high detail meshes
2020-06-03 00:27:18 +02:00
in0finite
d9a728b244
destroy high detail mesh objects when vehicle is destroyed
2020-06-02 23:56:36 +02:00
in0finite
23e75f180c
change camera aim offset
2020-06-02 23:50:30 +02:00
in0finite
8880d6030a
update all relevant children
2020-06-02 23:48:40 +02:00
in0finite
92feb469fb
create separate game object with mesh colliders
2020-06-02 22:40:46 +02:00
in0finite
c5b8d7df6d
add new layer for vehicle high detail mesh
2020-06-02 20:44:08 +02:00
in0finite
71d18bbe6d
change way of specifying which object should be ignored when raycasting - peds can not damage other peds in the same vehicle
2020-06-01 14:58:51 +02:00
in0finite
e9ef2f709d
better specify which object should be ignored when raycasting
2020-05-31 19:09:58 +02:00
in0finite
199a008b12
correctly identify Transform that was hit by a bullet - this fixes a bug when ped could not be damaged while in vehicle
2020-05-31 19:09:58 +02:00
in0finite
2fec510ce3
display inflicted damage as on-screen message
2020-05-31 19:09:58 +02:00
in0finite
2cb2ddf099
implement on-screen messages
2020-05-31 19:09:58 +02:00
in0finite
83659395e1
run exception-safe
2020-05-31 19:09:58 +02:00