Commit graph

77 commits

Author SHA1 Message Date
in0finite
fb580178ff fix for: peds are falling down a little, after being spawned 2021-10-17 00:40:21 +02:00
in0finite
e09d0ba020 extract StateContainer class 2021-09-19 23:29:51 +02:00
in0finite
6db5f9a9a7 use deltaTime instead of fixedDeltaTime 2021-09-11 19:17:05 +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
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
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
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
29ab0556c6 specify ignored layer mask for finding ground in Inspector 2020-06-06 15:54:04 +02:00
in0finite
d675a8b4a4 provide layer as property 2020-05-31 19:09:57 +02:00
in0finite
9db8019d9a 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) ; 2020-05-31 19:09:53 +02:00
in0finite
0c620cc228 refactor firing system to use additional parameters - this will make it possible to ignore current vehicle when firing in drive-by state 2020-05-31 19:09:53 +02:00
in0finite
ecc17aef6d add button pressed event which uses button name 2020-05-31 19:09:52 +02:00
in0finite
4acc23dacd ignore next collision with first enex too 2020-05-31 19:09:51 +02:00
in0finite
8d93a7f2c5 use small raycast distance when teleporting through enexes 2020-05-31 19:09:51 +02:00
in0finite
5fb330cbb0 raycast distance for finding ground is configurable 2020-05-31 19:09:51 +02:00
in0finite
a1751c7ba4 refactor FindGroundParams 2020-05-31 19:09:51 +02:00
in0finite
a12f8aebc1 ignore next collision with second enex 2020-05-31 19:09:51 +02:00
in0finite
66d1709492 teleport only to different interiors 2020-05-31 19:09:51 +02:00
in0finite
14f9e0bd34 remember first and second enex ; teleport from second enex back to first enex 2020-05-31 19:09:51 +02:00
in0finite
c2c84b4c91 rename var 2020-05-31 19:09:51 +02:00
in0finite
9dd1dad363 log matching enexes 2020-05-31 19:09:51 +02:00
in0finite
028d74331f only teleport to enex's counterpart on server 2020-05-31 19:09:51 +02:00
in0finite
a34e9e27d1 don't ignore collision with enex if current enex is disabled 2020-05-31 19:09:51 +02:00
in0finite
d82c42a906 teleport ped to enex's counterpart when collided 2020-05-31 19:09:51 +02:00
in0finite
c78d25f269 report enex collisions to ped 2020-05-31 19:09:51 +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
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
e0f296bfd2 remove default SEO 2020-05-31 19:09:49 +02:00
in0finite
fb302bf086 camera distance is configurable 2020-05-31 19:09:48 +02:00
in0finite
0127b0d392 send fire position to server 2020-05-31 19:09:45 +02:00
in0finite
7983812074 send fire direction to server 2020-05-31 19:09:45 +02:00
in0finite
44c4012645 aim direction is synced 2020-05-31 19:09:43 +02:00
in0finite
ee25411026 states can detect when current weapon changes 2020-05-31 19:09:43 +02:00
in0finite
f684189be2 Don't constrain ped position 2020-05-31 19:09:42 +02:00
in0finite
2d77d4a58b remove unused vars 2020-05-31 19:09:42 +02:00
in0finite
b4fa58650f Move "turn speed" setting to PedManager 2020-05-31 19:09:42 +02:00
in0finite
9fbd976388 Remove "jump speed" setting 2020-05-31 19:09:42 +02:00
in0finite
c939f16c81 Don't block camera with peds 2020-05-31 19:09:42 +02:00
in0finite
613ecd215a Fix resetting ped when falling below the world 2020-05-31 19:09:42 +02:00
in0finite
3869ff0a09 Destroy OutOfRangeDestroyer script on clients 2020-05-31 19:09:41 +02:00
in0finite
e117c2cd81 Fixed several bugs:
- vehicle states are activated on clients at the end of frame, because at the moment of ped creation, vehicle may not be created yet

- ped doesn't switch to stand state in Start(), on clients

- state is now synced using string, not struct, because struct failed to sync after first modification
2020-05-31 19:09:41 +02:00