Commit graph

851 commits

Author SHA1 Message Date
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
in0finite
5169f5155e remove logs 2020-05-31 19:09:50 +02:00