in0finite
|
7990d25ed5
|
extract SetPosition() and SetRotation()
|
2021-01-07 18:48:02 +01:00 |
|
in0finite
|
38d3035044
|
use struct for storing info about bones
|
2021-01-07 18:32:59 +01:00 |
|
in0finite
|
31d7d3c5dd
|
apply initial velocities
|
2021-01-07 17:50:58 +01:00 |
|
in0finite
|
6b3e656ed7
|
extract SetVelocity() method
|
2021-01-07 17:47:45 +01:00 |
|
in0finite
|
2d5d67fc55
|
cleanup
|
2021-01-07 17:44:47 +01:00 |
|
in0finite
|
a9e70bf7cc
|
cleanup
|
2021-01-07 16:51:30 +01:00 |
|
in0finite
|
506bca3faf
|
cleanup
|
2021-01-07 15:43:56 +01:00 |
|
in0finite
|
34175971ae
|
syncing is finally decent enough
|
2021-01-07 15:26:11 +01:00 |
|
Spider134
|
52533f836b
|
Add font loading (#101)
* 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
|
2021-01-06 20:46:56 +01:00 |
|
in0finite
|
68413a5c37
|
sync velocity
|
2021-01-05 22:58:47 +01:00 |
|
in0finite
|
20100a34aa
|
add "dead body sync rate" setting
|
2021-01-05 21:32:20 +01:00 |
|
in0finite
|
8d400bfceb
|
syncing works
|
2021-01-05 21:09:25 +01:00 |
|
in0finite
|
f9e320ce23
|
move creation of dead body to it's own class
|
2021-01-05 19:30:14 +01:00 |
|
in0finite
|
8469f18862
|
use prefab to spawn dead body
|
2021-01-05 18:21:57 +01:00 |
|
in0finite
|
75d9ca5f35
|
when vehicle explodes, all peds inside are killed - this also fixes Unity crash
|
2021-01-05 05:56:39 +01:00 |
|
in0finite
|
17f6aaeeda
|
peds are killed with a separate function ; ragdoll is detached only when peds are killed, not destroyed
|
2021-01-05 05:18:47 +01:00 |
|
in0finite
|
acae61657d
|
cleanup
|
2021-01-05 04:26:17 +01:00 |
|
in0finite
|
59097a00f2
|
apply force on dead body when it is hit by weapon
|
2021-01-05 04:20:46 +01:00 |
|
in0finite
|
3a5e237e06
|
add button to remove all dead bodies
|
2021-01-05 03:09:45 +01:00 |
|
in0finite
|
988e250981
|
...
|
2021-01-04 23:32:28 +01:00 |
|
in0finite
|
aa95d082d9
|
use continuous dynamic CollisionDetectionMode for ragdoll
|
2021-01-04 22:11:55 +01:00 |
|
in0finite
|
9a224c0eca
|
remove additionally added colliders from ragdoll (jaw, neck box)
|
2021-01-04 22:08:51 +01:00 |
|
in0finite
|
d6d5d660cf
|
wip on ragdoll
|
2021-01-04 01:28:58 +01:00 |
|
in0finite
|
64680f7280
|
initial ragdoll stuff
|
2021-01-03 14:23:18 +01:00 |
|
in0finite
|
85ed0480e6
|
add setting for radio volume
|
2021-01-02 23:22:52 +01:00 |
|
in0finite
|
b3188b6c11
|
assign SEO to scripts
|
2020-12-29 21:28:41 +01:00 |
|
in0finite
|
350f70ac9b
|
don't create hinge joints for vehicle doors
|
2020-12-29 20:58:51 +01:00 |
|
in0finite
|
edceca030f
|
extract function
|
2020-12-29 20:43:33 +01:00 |
|
in0finite
|
74bc44561f
|
remove commented code
|
2020-12-29 20:36:35 +01:00 |
|
in0finite
|
9d9b9743c5
|
spawn projectile on network
|
2020-12-26 23:57:51 +01:00 |
|
in0finite
|
e825ecb6d4
|
projectile should be visible on clients
|
2020-12-26 23:01:32 +01:00 |
|
in0finite
|
4eed0a4bbe
|
implement acceleration
|
2020-12-26 20:07:05 +01:00 |
|
in0finite
|
7cba029b92
|
sync projectile
|
2020-12-26 18:45:42 +01:00 |
|
in0finite
|
f04728934e
|
ignore collision between projectiles
|
2020-12-22 02:24:00 +01:00 |
|
in0finite
|
80a5e0c538
|
rotate projectile while moving
|
2020-12-21 23:27:00 +01:00 |
|
in0finite
|
26ed669de8
|
use separate prefab for rocket explosion
|
2020-12-21 22:56:41 +01:00 |
|
in0finite
|
d32688155c
|
remove commented code
|
2020-12-21 20:55:30 +01:00 |
|
in0finite
|
4acfe0e401
|
play projectile sound
|
2020-12-21 03:01:20 +01:00 |
|
in0finite
|
f61a4c829f
|
fix warning
|
2020-12-21 02:10:26 +01:00 |
|
in0finite
|
1ca4b2d0ad
|
ignore collision between shooter ped and projectile
|
2020-12-21 02:10:17 +01:00 |
|
in0finite
|
ec89abedd8
|
attach rocket model
|
2020-12-21 01:50:31 +01:00 |
|
in0finite
|
536c275a5e
|
display rocket crosshair
|
2020-12-21 01:00:05 +01:00 |
|
in0finite
|
9ee8f0dfac
|
implement reloading time - all weapons have it set to 0, except rockets
|
2020-12-20 22:27:29 +01:00 |
|
in0finite
|
00a95beb66
|
add namespace
|
2020-12-20 21:53:55 +01:00 |
|
in0finite
|
86e1187b5c
|
implement base projectile system
|
2020-12-20 21:51:59 +01:00 |
|
in0finite
|
615491aab6
|
use InvariantCulture when (de)serializing colors
|
2020-07-05 22:35:21 +02:00 |
|
in0finite
|
5816570fd2
|
sync color of detached parts
|
2020-07-05 22:33:34 +02:00 |
|
in0finite
|
f926bb7c24
|
send color of detached part
|
2020-07-05 21:39:59 +02:00 |
|
in0finite
|
d5a51d595e
|
newly connected clients can see already existing detached parts
|
2020-07-05 18:37:56 +02:00 |
|
in0finite
|
e959d1c483
|
don't log error if frame is not child of vehicle, because some vehicles have multiple frames with the same name, and this causes error only on client, but not on server
|
2020-07-05 13:42:50 +02:00 |
|
in0finite
|
942453a2a4
|
check if frame is already detached before detaching it - this also fixes a bug on client when he was trying to detach already detached frame
|
2020-07-04 20:12:01 +02:00 |
|
in0finite
|
9c63b25d38
|
log error if frame is not child of vehicle
|
2020-07-04 19:11:39 +02:00 |
|
in0finite
|
96b0ac1f33
|
disable cooking options on MeshCollider
|
2020-07-04 19:11:09 +02:00 |
|
in0finite
|
e47d8d0adf
|
explosion is synced
|
2020-07-04 18:52:23 +02:00 |
|
in0finite
|
798dfd55ed
|
...
|
2020-07-01 23:36:49 +02:00 |
|
in0finite
|
41e5223fc7
|
detached vehicle parts should be synced
|
2020-07-01 23:36:01 +02:00 |
|
in0finite
|
6725e3ce57
|
do some logic only on server
|
2020-07-01 19:36:39 +02:00 |
|
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
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d44757a739
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...
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2020-05-31 19:09:56 +02:00 |
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in0finite
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df6bfa45ba
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minimap now has focus position
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2020-05-31 19:09:56 +02:00 |
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in0finite
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72e090419a
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rename class
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2020-05-31 19:09:56 +02:00 |
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in0finite
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b1f6c2b8fa
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convert zone name
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2020-05-31 19:09:55 +02:00 |
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in0finite
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e415d019fc
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use RawImage for player icon
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2020-05-31 19:09:55 +02:00 |
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in0finite
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5d4367fa3e
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zooming of minimap works
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2020-05-31 19:09:55 +02:00 |
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in0finite
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d404419d5f
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minimap seems to be converted
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2020-05-31 19:09:55 +02:00 |
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in0finite
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8ebbac83dc
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remove some unneeded code
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2020-05-31 19:09:55 +02:00 |
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in0finite
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5c9b83d240
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remove unneeded code
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2020-05-31 19:09:55 +02:00 |
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in0finite
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101069ce0a
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convert speedometer
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2020-05-31 19:09:55 +02:00 |
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in0finite
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d7db52c142
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don't show label when ped is in flying state
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2020-05-31 19:09:55 +02:00 |
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in0finite
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7243560fe0
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convert ped state label
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2020-05-31 19:09:54 +02:00 |
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in0finite
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ef83e9aed5
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fix errors
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2020-05-31 19:09:54 +02:00 |
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in0finite
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c77f6c471d
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removed imGUI code
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2020-05-31 19:09:54 +02:00 |
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in0finite
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cac960800f
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working on crosshair
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2020-05-31 19:09:54 +02:00 |
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in0finite
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c3d7447a7e
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delete PedestrianModelViewerUI script
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2020-05-31 19:09:54 +02:00 |
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in0finite
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d59672aa34
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don't read input on some places when not allowed
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2020-05-31 19:09:54 +02:00 |
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in0finite
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2eb36c245f
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fix lower shooting rate
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2020-05-31 19:09:53 +02:00 |
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in0finite
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9db8019d9a
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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) ;
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2020-05-31 19:09:53 +02:00 |
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in0finite
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d0badd78cf
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don't clear raycast buffer - I think that there is no need for that
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2020-05-31 19:09:53 +02:00 |
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in0finite
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c5aa931715
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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
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2020-05-31 19:09:53 +02:00 |
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in0finite
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5ede80b85e
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check also if ignored object is parent of hit object
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2020-05-31 19:09:53 +02:00 |
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in0finite
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a7ad315260
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when drawing line from gun, use the last used WeaponAttackParams - this will properly visualize aim direction when in drive-by state
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2020-05-31 19:09:53 +02:00 |
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in0finite
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6e3cf54a02
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trying to ignore object when raycasting
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2020-05-31 19:09:53 +02:00 |
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in0finite
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0c620cc228
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refactor firing system to use additional parameters - this will make it possible to ignore current vehicle when firing in drive-by state
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2020-05-31 19:09:53 +02:00 |
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in0finite
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ca40df585d
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cleanup
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2020-05-31 19:09:53 +02:00 |
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in0finite
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886edc3084
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adjust camera focus position and camera distance
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2020-05-31 19:09:53 +02:00 |
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in0finite
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a2e9d3f971
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camera offset is configurable
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2020-05-31 19:09:53 +02:00 |
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in0finite
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a9f665bc33
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camera handling works, but needs improvements
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2020-05-31 19:09:53 +02:00 |
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in0finite
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42946f3a02
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convert CheckCameraCollision() to static method
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2020-05-31 19:09:53 +02:00 |
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in0finite
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0dffb495c6
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aim anim max time is equal to half of the anim length
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2020-05-31 19:09:53 +02:00 |
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in0finite
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bc05cb0b4c
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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 ;
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2020-05-31 19:09:53 +02:00 |
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in0finite
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212d1187ff
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drive-by firing WIP
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2020-05-31 19:09:53 +02:00 |
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in0finite
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18136f279f
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convert other TryFire() to static function
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2020-05-31 19:09:53 +02:00 |
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in0finite
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3a9b07cf7b
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convert TryFire() to static function
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2020-05-31 19:09:53 +02:00 |
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in0finite
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84b2d4209c
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update anims from the right place
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2020-05-31 19:09:53 +02:00 |
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in0finite
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cbf874da6c
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anims are finally playing correctly
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2020-05-31 19:09:53 +02:00 |
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in0finite
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c7db8963ff
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attempt to play driveby anims
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2020-05-31 19:09:53 +02:00 |
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in0finite
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7f384860b5
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small cleanup
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2020-05-31 19:09:52 +02:00 |
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in0finite
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e2d1702e6b
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change anim wrap mode
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2020-05-31 19:09:52 +02:00 |
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in0finite
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531e787515
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play correct anim
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2020-05-31 19:09:52 +02:00 |
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in0finite
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e50a1e70e2
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drive-by WIP
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2020-05-31 19:09:52 +02:00 |
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in0finite
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33b8d217aa
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small fix
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2020-05-31 19:09:52 +02:00 |
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in0finite
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c5c8f2c75b
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any NPC ped can be recruited
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2020-05-31 19:09:52 +02:00 |
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