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