13,234 Commits over 2,830 Days - 0.19cph!
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Merging latest from trunk
Drag/drop working again. Removed debug prints.
Getting better. Still some really dumb stuff going on.
Player belt refactor, pulling out the active item parts into a separate controller. Bit broken at the moment.
Also handling HeldItem destruction - now letting the character object know their item is gone.
Added one single #define to ItemManager but it required adding a whole bunch of others.
Experimenting with a "nothing" HeldItem
Fixed tracer script warnings on server
Netting up NPC inventories + crime spot work
Fixed null references in AI when character died but wasn't destroyed yet.
Fixes #54. Removed TransfromVelocity scripts that were heavily affecting performance with many NPCs active. Applying character's overall velocity to the ragdoll's bones instead. Ragdoll movement at spawn not visibly any worse than before (quite possibly better).
Forgot to re-enable ragdoll creation physics after testing some stuff earlier.
AI work. Walking animation change
Fixed wreckage pooling bug
Merging in level size bug workaround
Extra bit for the previous commit.
Workaround for network level size bug (Issue #57). Limiting min size to 256.
Merging character in ground fix
Basic AI for pedestrians fleeing crime
Enabled projection on ragdolls as it fixes some other issues with ragdoll glitches
Resolves #55. Explosions now ignoring ragdolls .
Don't need random walker anymore
Handling inputs - facing in walk direction
Basic Apex-based random walk brains working for NPCs
Converting NPCs to Apx-based brains
Shuffling things around again
Shuffling things around to better match the original folder organisation
Apex work. Changed vehicle namespace name
Ragdolls now match different player type visuals that they had when alive
Added NPC type and visual option system. Different looks for pedestrians and cops (no different behaviour yet)
Moved ragdolls into the visual set as well
Added support for different character model appearances via CharacterVisualSet ScriptableObject
Imported Apex Utility AI + minor edits
Extra checks for already-created components
Merging in major refactoring of Character, with partially complete work on NPC support. AI stuff is incomplete and probably buggy but existing character stuff (i.e. what the game actually uses at the moment) should hopefully be stable and run the same as before.
Handling AI death more thoroughly. Creating ragdolls. Ragdoll boneTransforms seemed to need to be serialised since they only got set in editor - Not sure how this worked before?
Can collide with AI characters
Basic AI working, can walk around.
Something is cancelling my NavMeshAgent movement. Committing as a reference before I track it down.
Beginning the setup of an AI "brain" that controls non-player character movement and actions
Got AI spawning in scene, but they don't have a "brain" yet
Continuing AI work + refactoring. Updated NonPlayerCharacter prefab