in0finite
|
c512aaad1d
|
only reset settings if they changed
|
2020-05-31 19:09:51 +02:00 |
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in0finite
|
9da08b7dba
|
settings are properly resetted
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
d164ce3d2b
|
working on resetting settings to default values
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
d8480a2522
|
ignore culture when saving int and float settings
|
2020-05-31 19:09:51 +02:00 |
|
jaan242
|
c99cf04494
|
moved speedometer label to the right (#67)
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
8ca984d91c
|
fix bug
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
8ddd78367d
|
skip creating enexes for now
|
2020-05-31 19:09:51 +02:00 |
|
in0finite
|
f42900d56c
|
don't override cell ids in Awake()
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
76de9c1230
|
don't draw enexes by default
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
0c447546ec
|
draw all exterior enexes
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
1c0609b83a
|
enexes are not re-activated when in range
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
ebf9e10eac
|
...
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
b9d409a31c
|
improve enex look ; enex can be animated
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
1efa38ff84
|
map window draws enexes
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
1bdc7226e5
|
animate enex
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
47c43384ed
|
adjust y position of enex
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
4b6c42ef61
|
create enex objects from prefab
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
c78200c80f
|
create enex objects in the world
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
7d35fb4971
|
load all interiors
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
3367c59b45
|
fix for not displaying first enex location
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
362241aace
|
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()
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
24af9dfa4a
|
use enex exit positions as spawn positions for players, if exterior is not loaded
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
6bcf1b4c91
|
refactor
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
cb46cf795e
|
remove quotes from enex name
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
eedd411520
|
obtain spawn positions at the moment when they are needed ; don't create game objects that act as spawn positions
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
deda364ec8
|
SpawnManager uses TransformDataStruct for storing spawn positions
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
9f01cc8c48
|
update TODO
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
9f7861673a
|
move enex spawn position up by a little, because some enexes are placed below objects
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
615f8d33cd
|
more precise positioning after ground is found
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
a06fd323db
|
when teleporting ped, assign his heading too
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
b2f427b67c
|
assign starting position at the start of coroutine
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
86fa29c345
|
better log messages
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
a84e5f38dc
|
apply "tryFromAbove" parameter when finding ground
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
60f685dd70
|
don't assign initial Y position when finding ground
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
25d1e30efa
|
add ability to pass parameters to FindGround()
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
31a1903b94
|
TeleportWindow uses enexes as teleport locations, if exterior is not loaded
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
dee7833ab7
|
use TransformDataStruct in TeleportWindow
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
267c5d00a1
|
create TransformDataStruct struct
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
a3f73edef8
|
read ENEX section of IPL files
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
b3d082dbe2
|
improve division gizmos
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
0698429c25
|
changed the way how distance is calculated from division to point
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
98bd42cf97
|
fix for situation when LOD child is located in different render level
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
d872f163ac
|
draw better gizmos for Division
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
29bffc2c11
|
don't duplicate uv array
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
cd6210d2cc
|
don't duplicate colors array
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
cd972e2dd3
|
don't duplicate normals array
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
b14268f646
|
don't duplicate vertices array
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
75d08f874e
|
don't obtain vertices from Mesh, use the already created array
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
8ea6795084
|
remove some usages of ToArray() when loading geometry
|
2020-05-31 19:09:50 +02:00 |
|
in0finite
|
17128d22a4
|
add comment
|
2020-05-31 19:09:50 +02:00 |
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