Commit graph

769 commits

Author SHA1 Message Date
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
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
394348745e converting on-screen messages to uGUI 2020-06-06 18:09:26 +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
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
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
756f7e8563 move Damageable class to Utilities assembly 2020-05-31 19:09:57 +02:00
in0finite
f2c9e5ff75 inflict damage based on part of body that was hit 2020-05-31 19:09:57 +02:00
in0finite
b203a0b667 weapon's projectile raycasts are made against ped bones 2020-05-31 19:09:57 +02:00
in0finite
8f56469b28 camera can move through "PedBone" layer 2020-05-31 19:09:57 +02:00
in0finite
d675a8b4a4 provide layer as property 2020-05-31 19:09:57 +02:00
in0finite
f607d50483 run exception-safe 2020-05-31 19:09:57 +02:00
in0finite
adc03cc3aa add sphere collider around jaw 2020-05-31 19:09:57 +02:00
in0finite
e945f9f54e ragdoll bones are set up 2020-05-31 19:09:57 +02:00
in0finite
ec7417c510 ... 2020-05-31 19:09:57 +02:00
in0finite
3d3b697076 don't destroy the clip with delayed Destroy() 2020-05-31 19:09:57 +02:00
in0finite
1b19e38bc6 when stopping radio sound, save radio station's time only if audio source is playing 2020-05-31 19:09:57 +02:00
in0finite
8e8e495633 destroy radio clip when stopping radio sound ; destroy radio clip when vehicle gets destroyed ; 2020-05-31 19:09:57 +02:00
in0finite
f3490beb80 change access modifiers 2020-05-31 19:09:57 +02:00
in0finite
6bbdcecd7d remember time when radio station changed 2020-05-31 19:09:57 +02:00
in0finite
a68efa0b7d remember time when seat's ped changed 2020-05-31 19:09:57 +02:00
in0finite
cff2be9531 rename method 2020-05-31 19:09:57 +02:00
in0finite
cdb561c4a7 assign random radio station in Awake(), not Start() 2020-05-31 19:09:57 +02:00
in0finite
5237c849ba display radio station name 2020-05-31 19:09:57 +02:00
in0finite
ea840f8b5e add stats about current vehicle's radio 2020-05-31 19:09:57 +02:00
in0finite
d29a1e1a4e refactor 2020-05-31 19:09:57 +02:00
in0finite
8134b8a1d9 properly detecting when ped is assigned to vehicle and removed from vehicle ; fix radio playing ; wait some time before loading sound of radio station ; 2020-05-31 19:09:57 +02:00
in0finite
5d20cac976 move all radio related stuff to appropriate partial class 2020-05-31 19:09:57 +02:00
in0finite
4d646c853d small optimization for finding closest vehicle/seat 2020-05-31 19:09:57 +02:00
in0finite
0e130999f4 fix bug when peds were not able to enter any vehicle when there was a vehicle with no seats spawned 2020-05-31 19:09:57 +02:00
in0finite
19b6c25432 correctly position the minimap 2020-05-31 19:09:56 +02:00
in0finite
3d81bd25ca use RawImage for minimap texture 2020-05-31 19:09:56 +02:00
in0finite
f90732229d change SEO of some scripts 2020-05-31 19:09:56 +02:00
in0finite
c661e13b88 remove unneeded variables 2020-05-31 19:09:56 +02:00
in0finite
9c0bcd747b refactor 2020-05-31 19:09:56 +02:00
in0finite
88cd91d0bd use auto property 2020-05-31 19:09:56 +02:00
in0finite
aec6481050 refactor 2020-05-31 19:09:56 +02:00
in0finite
91f9c55540 remove some unneeded variables 2020-05-31 19:09:56 +02:00
in0finite
1eb6dbadda remove 'toggleInfo' variable 2020-05-31 19:09:56 +02:00
in0finite
1cfe3b80b1 ReadInput() is slightly faster 2020-05-31 19:09:56 +02:00
in0finite
bdbec0bdeb remove OnGUI() function 2020-05-31 19:09:56 +02:00
in0finite
496333b26d remove commented code 2020-05-31 19:09:56 +02:00
in0finite
602f3beb4d refactor 2020-05-31 19:09:56 +02:00
in0finite
03c451d0a9 move input reading to LateUpdate() ; remove Update() because it's no longer needed ; 2020-05-31 19:09:56 +02:00
in0finite
eb7123be57 refactor 2020-05-31 19:09:56 +02:00
in0finite
525ca5a287 read input only when minimap is visible 2020-05-31 19:09:56 +02:00
in0finite
dc37e76e6b extract input reading into a method 2020-05-31 19:09:56 +02:00
in0finite
9d4ca5aae6 don't update stuff when minimap is not visible 2020-05-31 19:09:56 +02:00
in0finite
0668cf62f1 move zoom updating from FixedUpdate() to LateUpdate()
FixedUpdate() is now removed
2020-05-31 19:09:56 +02:00
in0finite
7a57f6b266 retrieve zone name on every 2 seconds 2020-05-31 19:09:56 +02:00
in0finite
d44757a739 ... 2020-05-31 19:09:56 +02:00
in0finite
df6bfa45ba minimap now has focus position 2020-05-31 19:09:56 +02:00
in0finite
72e090419a rename class 2020-05-31 19:09:56 +02:00
in0finite
b1f6c2b8fa convert zone name 2020-05-31 19:09:55 +02:00
in0finite
e415d019fc use RawImage for player icon 2020-05-31 19:09:55 +02:00
in0finite
5d4367fa3e zooming of minimap works 2020-05-31 19:09:55 +02:00
in0finite
d404419d5f minimap seems to be converted 2020-05-31 19:09:55 +02:00
in0finite
8ebbac83dc remove some unneeded code 2020-05-31 19:09:55 +02:00
in0finite
5c9b83d240 remove unneeded code 2020-05-31 19:09:55 +02:00
in0finite
101069ce0a convert speedometer 2020-05-31 19:09:55 +02:00
in0finite
d7db52c142 don't show label when ped is in flying state 2020-05-31 19:09:55 +02:00
in0finite
7243560fe0 convert ped state label 2020-05-31 19:09:54 +02:00
in0finite
ef83e9aed5 fix errors 2020-05-31 19:09:54 +02:00
in0finite
c77f6c471d removed imGUI code 2020-05-31 19:09:54 +02:00
in0finite
cac960800f working on crosshair 2020-05-31 19:09:54 +02:00
in0finite
c3d7447a7e delete PedestrianModelViewerUI script 2020-05-31 19:09:54 +02:00
in0finite
d59672aa34 don't read input on some places when not allowed 2020-05-31 19:09:54 +02:00
in0finite
2eb36c245f fix lower shooting rate 2020-05-31 19:09:53 +02:00
in0finite
9db8019d9a extract GetFirePosition() and GetFireDirection() into IAimState interface/classes - states now control fire position and direction ; drive-by aiming now works for AWA weapons (they no longer aim up in the sky) ; 2020-05-31 19:09:53 +02:00
in0finite
d0badd78cf don't clear raycast buffer - I think that there is no need for that 2020-05-31 19:09:53 +02:00
in0finite
c5aa931715 use larger buffer for storing raycasts - this is needed because vehicle is consisted of many colliders which can be on a path of a ray 2020-05-31 19:09:53 +02:00
in0finite
5ede80b85e check also if ignored object is parent of hit object 2020-05-31 19:09:53 +02:00
in0finite
a7ad315260 when drawing line from gun, use the last used WeaponAttackParams - this will properly visualize aim direction when in drive-by state 2020-05-31 19:09:53 +02:00
in0finite
6e3cf54a02 trying to ignore object when raycasting 2020-05-31 19:09:53 +02:00
in0finite
0c620cc228 refactor firing system to use additional parameters - this will make it possible to ignore current vehicle when firing in drive-by state 2020-05-31 19:09:53 +02:00
in0finite
ca40df585d cleanup 2020-05-31 19:09:53 +02:00
in0finite
886edc3084 adjust camera focus position and camera distance 2020-05-31 19:09:53 +02:00
in0finite
a2e9d3f971 camera offset is configurable 2020-05-31 19:09:53 +02:00
in0finite
a9f665bc33 camera handling works, but needs improvements 2020-05-31 19:09:53 +02:00
in0finite
42946f3a02 convert CheckCameraCollision() to static method 2020-05-31 19:09:53 +02:00
in0finite
0dffb495c6 aim anim max time is equal to half of the anim length 2020-05-31 19:09:53 +02:00
in0finite
bc05cb0b4c manually update aim anim ; don't play anim while firing, but pause it ; stop firing when weapon is ready to fire, not when anim reaches certain time ; 2020-05-31 19:09:53 +02:00
in0finite
212d1187ff drive-by firing WIP 2020-05-31 19:09:53 +02:00
in0finite
18136f279f convert other TryFire() to static function 2020-05-31 19:09:53 +02:00
in0finite
3a9b07cf7b convert TryFire() to static function 2020-05-31 19:09:53 +02:00
in0finite
84b2d4209c update anims from the right place 2020-05-31 19:09:53 +02:00
in0finite
cbf874da6c anims are finally playing correctly 2020-05-31 19:09:53 +02:00
in0finite
c7db8963ff attempt to play driveby anims 2020-05-31 19:09:53 +02:00
in0finite
7f384860b5 small cleanup 2020-05-31 19:09:52 +02:00
in0finite
e2d1702e6b change anim wrap mode 2020-05-31 19:09:52 +02:00
in0finite
531e787515 play correct anim 2020-05-31 19:09:52 +02:00
in0finite
e50a1e70e2 drive-by WIP 2020-05-31 19:09:52 +02:00
in0finite
33b8d217aa small fix 2020-05-31 19:09:52 +02:00
in0finite
c5c8f2c75b any NPC ped can be recruited 2020-05-31 19:09:52 +02:00
in0finite
193577d9b5 stalker peds can be recruited 2020-05-31 19:09:52 +02:00
in0finite
c4d9fcc924 read G and H button events 2020-05-31 19:09:52 +02:00
in0finite
ecc17aef6d add button pressed event which uses button name 2020-05-31 19:09:52 +02:00
in0finite
688b2c0015 proper switching to/from sprint state 2020-05-31 19:09:52 +02:00
in0finite
b38a2faf49 "CellIds" is no longer available in Inspector 2020-05-31 19:09:51 +02:00
in0finite
4acc23dacd ignore next collision with first enex too 2020-05-31 19:09:51 +02:00
in0finite
8d93a7f2c5 use small raycast distance when teleporting through enexes 2020-05-31 19:09:51 +02:00
in0finite
5fb330cbb0 raycast distance for finding ground is configurable 2020-05-31 19:09:51 +02:00
in0finite
a1751c7ba4 refactor FindGroundParams 2020-05-31 19:09:51 +02:00
in0finite
85cd5867a6 load all interiors 2020-05-31 19:09:51 +02:00
in0finite
a12f8aebc1 ignore next collision with second enex 2020-05-31 19:09:51 +02:00
in0finite
66d1709492 teleport only to different interiors 2020-05-31 19:09:51 +02:00
in0finite
14f9e0bd34 remember first and second enex ; teleport from second enex back to first enex 2020-05-31 19:09:51 +02:00
in0finite
c2c84b4c91 rename var 2020-05-31 19:09:51 +02:00
in0finite
9dd1dad363 log matching enexes 2020-05-31 19:09:51 +02:00
in0finite
7920363002 add loading step for enexes 2020-05-31 19:09:51 +02:00
in0finite
d32ee2dc72 ... 2020-05-31 19:09:51 +02:00
in0finite
028d74331f only teleport to enex's counterpart on server 2020-05-31 19:09:51 +02:00
in0finite
a34e9e27d1 don't ignore collision with enex if current enex is disabled 2020-05-31 19:09:51 +02:00
in0finite
d82c42a906 teleport ped to enex's counterpart when collided 2020-05-31 19:09:51 +02:00
in0finite
c78d25f269 report enex collisions to ped 2020-05-31 19:09:51 +02:00
in0finite
39f7e1b6b3 destroy current clip before loading new one 2020-05-31 19:09:51 +02:00
in0finite
424880aa78 ... 2020-05-31 19:09:51 +02:00
in0finite
fb4dd66724 play radio only if ped is in vehicle seat 2020-05-31 19:09:51 +02:00
in0finite
7e3865491d rename var 2020-05-31 19:09:51 +02:00
in0finite
34b92f9980 start radio only for local ped ; and start it from the right place 2020-05-31 19:09:51 +02:00
in0finite
36c96062aa assign SEO 2020-05-31 19:09:51 +02:00
jaan242
92bbc4bd53 radio (#69)
* radio

* radio 2

* radio 3

* radio 4
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
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
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
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
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
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
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
17128d22a4 add comment 2020-05-31 19:09:50 +02:00
in0finite
5169f5155e remove logs 2020-05-31 19:09:50 +02:00
in0finite
6a92422a2c remove unreachable code 2020-05-31 19:09:50 +02:00
in0finite
1050ec790d fix for mouse texture 2020-05-31 19:09:50 +02:00
in0finite
b87a273f77 don't keep the big minimap texture in memory 2020-05-31 19:09:50 +02:00
in0finite
ab07ff11a6 leave minimap textures in memory 2020-05-31 19:09:50 +02:00
in0finite
167f5b92d6 move LoadingThread to SanAndreasUnity.Utilities assembly 2020-05-31 19:09:50 +02:00
in0finite
cb7497baa6 move Frame and FrameContainer to SanAndreasUnity.Importing assembly 2020-05-31 19:09:50 +02:00
in0finite
b529073da5 load water using case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
5067d02f32 load weapons data using case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
f4362ce41b load car colors using case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
cbcba8a221 load anim groups using case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
be2df19fb5 load handling use case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
43f44a6f00 load items using case-sensitive paths 2020-05-31 19:09:49 +02:00
in0finite
51bc383830 archives are loaded case-insensitively 2020-05-31 19:09:49 +02:00
in0finite
e0f296bfd2 remove default SEO 2020-05-31 19:09:49 +02:00
in0finite
2adea110ab change SEO of scripts which had it configured in code 2020-05-31 19:09:49 +02:00
in0finite
4fd93a4465 adjust SEO of some scripts which had it assigned 2020-05-31 19:09:49 +02:00
in0finite
186ba140ed change script execution order for all (?) scripts 2020-05-31 19:09:49 +02:00
in0finite
9970b7917d skip loading GXT - temporary fix for #32 2020-05-31 19:09:49 +02:00
in0finite
5a947badfa PlayerController uses UIManagers' onGUI event 2020-05-31 19:09:49 +02:00
in0finite
76340b481b UIManager provides onGUI event 2020-05-31 19:09:49 +02:00
in0finite
a384877191 sync aim direction for host's ped 2020-05-31 19:09:49 +02:00
in0finite
fca5096eba some GXT fixes 2020-05-31 19:09:49 +02:00
AlexWei
e236f7d032 Import gxt (#23)
* import GTX code

import GTX code
add some empty function before integrate

* set gtx path

* refactor code

* fix typo and ui prefab

change gtx to gxt

remove window from start scene and add it in prefab

* add language interface

add language interface;
add some todo comments;
change file tab; make it consistent with project.

* fix game path and typo

add test ui

* add ui part

* fix set gui style pos

it will cause bug in ctor

* add pages to gxt ui

* revert changes to startup scene
2020-05-31 19:09:49 +02:00
in0finite
8f89386e05 remove code for loading SFX bank timings 2020-05-31 19:09:48 +02:00
in0finite
2d46334c54 update audio library 2020-05-31 19:09:48 +02:00
in0finite
c03e940847 font size changes with screen resolution 2020-05-31 19:09:48 +02:00
in0finite
fb302bf086 camera distance is configurable 2020-05-31 19:09:48 +02:00
in0finite
c1840327d0 Loader: display error in text area ; display exit button below error 2020-05-31 19:09:48 +02:00
in0finite
5c845e244e file browser has better size 2020-05-31 19:09:48 +02:00
in0finite
46d9529277 add ability to adjust UI in editor too 2020-05-31 19:09:48 +02:00
in0finite
78718a3a16 make sliders wider 2020-05-31 19:09:48 +02:00
in0finite
1d4fea1d7b set default physics update rate 2020-05-31 19:09:48 +02:00
in0finite
eb124927e5 fix cursor locking while touch input is enabled 2020-05-31 19:09:48 +02:00
in0finite
12e37dc2fe comment log 2020-05-31 19:09:48 +02:00
in0finite
049a339f97 change SEO of UIManager 2020-05-31 19:09:48 +02:00
in0finite
d42489b7e6 font size can be configured in options 2020-05-31 19:09:48 +02:00
in0finite
de459d92d6 change font size and scrollbar size on mobile 2020-05-31 19:09:47 +02:00
in0finite
64b0ab230c VehicleController reads input from custom input 2020-05-31 19:09:47 +02:00
in0finite
b1fc9c8d8c using appropriate input buttons based on whether the ped is driving vehicle or not 2020-05-31 19:09:47 +02:00
in0finite
e6ecbc01e4 remove HUD related code from state class 2020-05-31 19:09:47 +02:00
in0finite
1ad26f11ed implement movement button with arrows 2020-05-31 19:09:47 +02:00
in0finite
0afbaa9d4e aim button works 2020-05-31 19:09:47 +02:00
in0finite
4045311d59 preserve input for some buttons 2020-05-31 19:09:47 +02:00
in0finite
da20c52e05 load arrow textures 2020-05-31 19:09:47 +02:00
in0finite
cb7c1418d2 move all HUD drawing functions to BaseScriptState 2020-05-31 19:09:47 +02:00
in0finite
f2b4059c49 add fire button 2020-05-31 19:09:47 +02:00
in0finite
3db52f9849 add action buttons for touch input 2020-05-31 19:09:47 +02:00
in0finite
563f526003 improve movement buttons 2020-05-31 19:09:47 +02:00
in0finite
13f94bf27d don't draw hud when input should not be read 2020-05-31 19:09:47 +02:00