userBill Bcancel

13,234 Commits over 2,830 Days - 0.19cph!

7 Years Ago
Fixed vehicles not showing damage on new client connecting. Related to issue #62
7 Years Ago
Merging latest from trunk
7 Years Ago
Fixed issue #57.
7 Years Ago
Fixes issue #57.
7 Years Ago
Drag/drop working again. Removed debug prints.
7 Years Ago
7 Years Ago
Getting better. Still some really dumb stuff going on.
7 Years Ago
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.
7 Years Ago
Added one single #define to ItemManager but it required adding a whole bunch of others.
7 Years Ago
Experimenting with a "nothing" HeldItem
7 Years Ago
Small stuff
7 Years Ago
Fixed tracer script warnings on server
7 Years Ago
Netting up NPC inventories + crime spot work
7 Years Ago
Fixed null references in AI when character died but wasn't destroyed yet.
7 Years Ago
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).
7 Years Ago
Forgot to re-enable ragdoll creation physics after testing some stuff earlier.
7 Years Ago
AI work. Walking animation change
7 Years Ago
Fixed wreckage pooling bug
7 Years Ago
Merging in level size bug workaround
7 Years Ago
Extra bit for the previous commit.
7 Years Ago
Workaround for network level size bug (Issue #57). Limiting min size to 256.
7 Years Ago
Less #SERVER tags
7 Years Ago
Merging character in ground fix
7 Years Ago
Basic AI for pedestrians fleeing crime
7 Years Ago
Enabled projection on ragdolls as it fixes some other issues with ragdoll glitches
7 Years Ago
Resolves #55. Explosions now ignoring ragdolls .
7 Years Ago
Don't need random walker anymore
7 Years Ago
Handling inputs - facing in walk direction
7 Years Ago
Basic Apex-based random walk brains working for NPCs
7 Years Ago
Converting NPCs to Apx-based brains
7 Years Ago
AI work
7 Years Ago
Shuffling things around again
7 Years Ago
Shuffling things around to better match the original folder organisation
7 Years Ago
Apex work. Changed vehicle namespace name
7 Years Ago
Ragdolls now match different player type visuals that they had when alive
7 Years Ago
Added NPC type and visual option system. Different looks for pedestrians and cops (no different behaviour yet)
7 Years Ago
Moved ragdolls into the visual set as well
7 Years Ago
Added support for different character model appearances via CharacterVisualSet ScriptableObject
7 Years Ago
Imported Apex Utility AI + minor edits
7 Years Ago
Extra checks for already-created components
7 Years Ago
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.
7 Years Ago
Cleaning up.
7 Years Ago
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?
7 Years Ago
Added push physics
7 Years Ago
Can collide with AI characters
7 Years Ago
Basic AI working, can walk around.
7 Years Ago
Something is cancelling my NavMeshAgent movement. Committing as a reference before I track it down.
7 Years Ago
Beginning the setup of an AI "brain" that controls non-player character movement and actions
7 Years Ago
Got AI spawning in scene, but they don't have a "brain" yet
7 Years Ago
Continuing AI work + refactoring. Updated NonPlayerCharacter prefab