Commit graph

977 commits

Author SHA1 Message Date
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
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
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
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
ec991ee991 rename 2021-09-11 17:19:01 +02:00
in0finite
83edcd6f5f add gizmos 2021-09-11 17:08:29 +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
1c389b2d91 some API changes 2021-09-11 00:51:23 +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
c97e7f4594 use world system for spawning NPC peds 2021-09-08 22:46:58 +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
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
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
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
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
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
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
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
d59c2c7ede remove light game objects 2021-05-04 21:24:13 +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
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
6b807e2d98 ... 2021-05-03 00:17:08 +02:00
in0finite
2da430251c remove unused code 2021-05-02 23:51:37 +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
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
25c3954256 load night colors 2021-04-25 21:15:53 +02:00
in0finite
f87eb89c63 create LightSource script 2021-04-18 00:07:49 +02:00
in0finite
91491a19f1 load lights info 2021-04-17 22:15:07 +02:00
in0finite
072b7f128e change plugins folder name 2021-03-05 21:55:56 +01:00
in0finite
d5d15876fd load plugins from Start() 2021-03-05 21:55:09 +01:00
in0finite
ab4f1e00d9 change SEO 2021-03-05 21:32:49 +01:00
in0finite
f96be81166 skip font loading because fonts are not used anywhere 2021-02-28 22:57:29 +01:00
in0finite
0589ccb039 exit aim & fire states if ped is not holding a weapon 2021-02-23 00:10:11 +01:00
in0finite
c52fd29de8 don't display inflicted damage for the same player 2021-02-22 23:56:58 +01:00
in0finite
9e7378d1ca exit drive-by state if ped doesn't have gun weapon 2021-02-22 23:20:01 +01:00
in0finite
fb2f17792e unsupported vehicles will not cause spamming error messages - they are destroyed 2021-02-22 22:19:15 +01:00
in0finite
000a8a6cc9 revert adaption 2021-02-22 20:21:14 +01:00
in0finite
16380a4fe7 adapt all scripts to command system - stop using PlayerRequests 2021-02-22 19:43:17 +01:00
in0finite
fb332a40c0 add flag "addWeaponsToSpawnedPlayers" 2021-02-21 02:35:26 +01:00
in0finite
985054b648 add Ped.onAwake event 2021-02-21 01:39:39 +01:00
in0finite
6e23e3a97c add Ped.onStart event 2021-02-21 01:20:20 +01:00
in0finite
1970c945aa add SpawnHandler - spawn positions can be overridden 2021-02-20 17:04:17 +01:00
in0finite
a729fa7692 add 'attackingPlayer' to DamageInfo 2021-02-19 22:08:37 +01:00
in0finite
16f991db98 remove commented code 2021-02-19 20:35:46 +01:00
in0finite
e711eaae58 fix plugin loading 2021-02-19 20:35:38 +01:00
in0finite
98e110881a move file to another folder 2021-02-19 18:30:10 +01:00
in0finite
7e97945021 add Ped.onDamaged event 2021-02-19 02:55:09 +01:00
in0finite
ec436c6037 add plugin loading and game modes 2021-02-19 02:22:03 +01:00
in0finite
104f627bd3 extract into static function 2021-02-13 22:52:43 +01:00
in0finite
0d3d8e3dce remove old code 2021-02-13 22:44:22 +01:00
in0finite
7b4d256008 cache shader property ids 2021-02-13 22:38:35 +01:00
in0finite
ec660c368c set vehicle lights' intensity to 0 by default 2021-02-13 22:22:03 +01:00
in0finite
2232f4327f fix FPS drop on Android 2021-02-13 22:18:27 +01:00
in0finite
899711abda add ability to specify gui style for area 2021-02-06 23:20:21 +01:00
in0finite
f9faff6c67 don't detach ragdoll when ped is killed in a vehicle, except if vehicle exploded 2021-02-06 21:12:41 +01:00
in0finite
3267daa543 state classes handle killing of ped 2021-02-06 21:11:14 +01:00
in0finite
ac56764618 add "Dead body traffic per player" stat 2021-02-06 20:07:53 +01:00
in0finite
6f21cc8bf0 destroy all rigid bodies on clients except for the root bone - they work for themselves, and bones look deformed and stretched 2021-02-06 19:20:21 +01:00
in0finite
d525a99575 sync velocity only for root bone 2021-02-06 19:18:36 +01:00
in0finite
ae834f63c7 add flags to sync data 2021-02-06 17:19:35 +01:00
in0finite
dac7f81574 add setting for ragdoll interpolation mode 2021-02-06 03:16:36 +01:00
in0finite
3e73a557f2 set vehicle's rigid body CollisionDetectionMode to continuous dynamic 2021-02-06 02:39:56 +01:00
in0finite
af54f74847 optimize network traffic for ragdolls - sync only rigid bodies - traffic should be 4 KB/s for 1 ragdoll 2021-02-06 01:29:55 +01:00
in0finite
964a76685e set collision detection mode to ContinuousDynamic - seems that leftover parts no longer can go through ground 2021-02-05 23:40:30 +01:00
in0finite
7df6fcd135 more limitations on client ... 2021-02-05 01:08:07 +01:00
in0finite
93a1c7aaf0 use RigidBody's position for syncing, not transform's 2021-02-05 01:06:11 +01:00
in0finite
c4699859e1 add option to destroy wheel colliders on client 2021-02-05 01:04:37 +01:00
in0finite
c6bd9fef9a sync rpm and properly rotate wheel 2021-02-04 23:18:01 +01:00
in0finite
b0ec6417c7 extract function 2021-02-04 23:17:12 +01:00
in0finite
f6fe21cbdb sync y position of wheel 2021-02-04 22:21:16 +01:00
in0finite
91bc7547a5 don't use gravity and don't detect collisions on client 2021-02-04 22:19:34 +01:00
in0finite
9caf2df790 set interpolation on vehicle rigid body 2021-02-04 22:17:26 +01:00
in0finite
f17824e237 reset velocity on clients if it is not synced 2021-02-04 22:14:10 +01:00
in0finite
0c20894a31 add namespace 2021-01-31 20:58:44 +01:00
in0finite
e6a48d4bf6 load all IMG archives that are found in loose archive 2021-01-31 20:08:48 +01:00
in0finite
336db81e51 continue if failed to load cursor texture 2021-01-31 03:29:51 +01:00
in0finite
c6dea949cf add possibility to skip minimap load 2021-01-31 03:21:02 +01:00
in0finite
fed4e987f9 extract function 2021-01-31 03:12:22 +01:00
in0finite
63c27c28a9 load anim groups using ArchiveManager 2021-01-31 02:07:57 +01:00
in0finite
cf322da937 set invariant culture for all threads 2021-01-30 18:49:46 +01:00
in0finite
1a5e433e28 ... 2021-01-26 23:30:36 +01:00
in0finite
df730095f3 use ConfigManager to load config 2021-01-26 23:29:01 +01:00
in0finite
406af30d90 move script to another folder 2021-01-12 23:17:27 +01:00
in0finite
9f83eadabb add namespace 2021-01-12 23:12:23 +01:00
in0finite
cfab2fec73 improve master server's client 2021-01-12 23:11:10 +01:00
in0finite
c0167903eb Merge remote-tracking branch 'origin/dev' into feature/ragdoll 2021-01-12 22:12:37 +01:00
Spider134
9ef83a1ab5
Implement master server (#102)
* Added font importing

* Revert "Added font importing"

This reverts commit 31f3463097.

* Fix Loader.cs formatting

* Fix texture issue

* Revert "Fix texture issue"

This reverts commit 79c44f8069.

* Update FontsImporter.cs

* Add master server client

* Remove curly bracket

* Add missing tab and fix a issue

* Update MasterServerClient.cs

* Remove IP and fix an issue

* Added feedback for when a user refreshes the internet tab and added an error message when server registration fails.
2021-01-12 22:06:38 +01:00
in0finite
a713853140 Merge remote-tracking branch 'origin/dev' into feature/ragdoll 2021-01-12 21:58:27 +01:00
in0finite
b7ab28fedf add "num rigid bodies in dead bodies" to misc stats 2021-01-08 03:00:03 +01:00
in0finite
ebaa36fb1a add "num bones in dead bodies" to misc stats 2021-01-08 02:57:39 +01:00
in0finite
be97e40457 cleanup 2021-01-08 02:52:10 +01:00
in0finite
2451514db1 use custom serialization 2021-01-08 02:40:45 +01:00
in0finite
4b20f5de34 ... 2021-01-08 00:18:46 +01:00
in0finite
38e205efc4 found almost perfect solution 2021-01-07 23:21:28 +01:00
in0finite
c8b44837af fix comments 2021-01-07 22:16:51 +01:00
in0finite
dcc65fa8c5 tried to use MovePosition()/MoveRotation(), but it doesn't work 2021-01-07 21:43:03 +01:00
in0finite
34b9613782 don't set rigid body to kinematic - it behaves a little better with high velocity 2021-01-07 21:35:14 +01:00
in0finite
9267660a97 configure interpolation in Inspector 2021-01-07 21:02:12 +01:00