1,079 Commits over 1,095 Days - 0.04cph!
Simpler label system. Should've done this originally.
Some label jankiness reduction
NPCs show name labels like players do (not just when aiming at them), but hides when full stats are shown. Looks a bit janky ATM.
Set player name labels to match the NPC ones
NPC names set and synced to clients
New interaction system for NPCs. Stops their huge hitboxes blocking interaction with other interactables like doors etc when they get in the way. May need some tweaks.
Added random name generator. Not actually used yet.
Players connecting auto-select their first inventory slot item (if there's an item in the first slot)
Nav obstacles for all props except beds.
Did I turn NPCs off? Turning them back on.
Made skidmarks look better because it's not 1995 anymore and we can handle a single 4096-poly mesh. ??
NetworkPlayer -> NetworkUser rename fixes
Rebuilt protobuf with merged magic.
Merging in character active/inactive branch
Fixed animation bug with 3rd-person view in CLIENT+SERVER mode when in vehicles.
Return of the third-person view.
Vehicle sends now garbage free as well, and got network sends down to true zero garbage generated. Note that OutputStats.AddRecord still generates some garbage.
Fixed up AddRecord stuff I missed
Major improvement to garbage gen on network sends. Character sends now generate ZERO garbage (down from >200KB) apart from the single BitConverter.GetBytes calls in NetworkServer. Other sends (vehicles etc) could be improved also with similar techniques (not using ToProtoBytes etc).
Skip client input rate check if the server is really struggling. Last playtest, we pushed the server to the max and suddenly everyone got kicked for "cheating".
Block loading saves in CLIENT+SERVER mode
Merging the updated save/load system into Main, this is usable now.
Pedestrians only stop and look at you if you're holding a sellable item they actually want to buy (they still mightn't be able to afford it though)
Fixed interaction text staying up if a character dies while looking at an interactable.
Fixed NPC habit of waiting a long time for paths.
Fixed broken NPC interaction on the server.
Wreckage collider for players, and nav obstacle on wreckage for NPCs
Fixed vehicle wreckage appearance to work with Paul's new meshes
Minor interaction system change.
Adjusted loot drop suitcase collider for easier interaction
Oops, turned NPCs back on.
Merge container update into Main.
Merging my physics/collision changes into Main
Fixed init order for characters that are already in vehicles when a new client joins. Fixes character sitting at the wrong angle.
Fixed NPC interaction bug
Merging in a particular commit with an AI fix.
Pulling all my fixes and stuff back into Main.
Fixed a bug in CLIENT+SERVER mode
Merging in my work now that testing week is over.
Removed the "paying welfare" print
NPCs stop when player approaches with sellable items. Prevents issues with latency when trying to interact with moving NPCs.
Fixed StateQueue GetUpTo code that got results backwards and didn't respect the maxToGet
Merging in changes to go in this week's release.
Bigger framerate boost from hiding characters
Added a system to disable movement and animations on characters on the Client when they are not in view of the player. Gives me an FPS improvement of 20-70% on the previous commit depending on where I'm looking.
NPCs no longer scared of being sold drugs, or drugs being sold near them.