Commit graph

36 commits

Author SHA1 Message Date
in0finite
6b0e124539 re-save Demo scene 2022-01-30 22:40:37 +01:00
in0finite
1c9782c556 re-save Main scene 2022-01-30 22:35:42 +01:00
in0finite
f25c647b27 re-save scene 2022-01-30 22:33:34 +01:00
in0finite
ca5c801cec assign water prefab 2022-01-26 23:38:03 +01:00
in0finite
b94912a11b add LoadProcessStarter 2022-01-22 02:03:14 +01:00
in0finite
4556e1eed6 make Loader a StartupSingleton 2022-01-22 01:09:42 +01:00
in0finite
d61789fb25 revert scene changes from PR 2021-09-07 01:12:40 +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
d7d5d6d221 fix focus point parameters for camera on client 2021-07-18 18:50:12 +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
e64f7acf5a use custom material for skybox 2021-05-02 23:07:16 +02:00
in0finite
fccebcc60a revert scene changes 2021-01-26 23:37:21 +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
a7faf63540 assign messages container 2020-06-06 18:31:21 +02:00
in0finite
bd5ac7b252 save the stupid scene - it gets modified for some reason 2020-06-06 18:24:59 +02:00
in0finite
c3d7447a7e delete PedestrianModelViewerUI script 2020-05-31 19:09:54 +02:00
in0finite
3b9b41794a delete pausemenu prefab ; group all windows at one game object ; 2020-05-31 19:09:54 +02:00
in0finite
13d3418fef extract "Settings" game object to a prefab 2020-05-31 19:09:54 +02:00
in0finite
054ec6151c Increase ground size 2020-05-31 19:09:42 +02:00
in0finite
99b1f013d3 Reduce slope 2020-05-31 19:09:42 +02:00
in0finite
774f83addb Reduce slope 2020-05-31 19:09:42 +02:00
in0finite
24328020c2 Fix height of some obstacles 2020-05-31 19:09:42 +02:00
in0finite
52f6590c36 Add more obstacles 2020-05-31 19:09:42 +02:00
in0finite
df0ef85dc7 Add some obstacles to demo scene 2020-05-31 19:09:42 +02:00
in0finite
df643f0b86 Rename scene 2020-05-31 19:09:42 +02:00
in0finite
1fce7d1a5e Add stats prefab into startup scene 2020-05-31 19:09:41 +02:00
in0finite
f22f1ae400 Remove 'Networking' game object from main scene 2020-05-31 19:09:37 +02:00
in0finite
212be79376 Remove ped from main scene 2020-05-31 19:09:37 +02:00
in0finite
a8da6e847f Removed ped from demo scene 2020-05-31 19:09:37 +02:00
in0finite
83daddc0d9 Change camera position to be the same as ped's 2020-05-31 19:09:37 +02:00
in0finite
460e252127 Remove spawn position from scenes 2020-05-31 19:09:37 +02:00
in0finite
0597d08b8b Add spawn position to scenes 2020-05-31 19:09:37 +02:00
in0finite
65bbc394b5 Resave Main scene 2020-05-31 19:09:37 +02:00
in0finite
057aeeb625 Resave ModelViewer scene 2020-05-31 19:09:37 +02:00
in0finite
803ec7f091 Add network manager to startup scene 2020-05-31 19:09:37 +02:00
in0finite
039ae76a14 Initial commit 2020-05-31 19:07:22 +02:00