1,079 Commits over 1,095 Days - 0.04cph!
Wreckage spawns client version with visuals if in CLIENT+SERVER mode
Increased input rate allowance
Merging in AI updates from branch. Includes Apex Utility AI.
Extra bit for the previous commit.
Workaround for network level size bug (Issue #57). Limiting min size to 256.
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.
Major initial work on creating a nav agent-powered NonPlayableCharacter class.
Just removing an obsolete file
Removed the old pre-vehicles debug car.
Clearing initialSeatInfo when it should be. Added a note on OnPostDeserialize behaviour
Server now accepts and handles out-of-order input packets. Reduced max inputs to send from the client from 10 to 6.
Removed use of NetworkEmulator
- Reducing input buffer sends to server. Capping max inputs to send at 10.
- Reduced explosion damage.
Fixed double-spawning colliders on vehicles when in CLIENT+SERVER mode
Fixed bullet hit issues on vehicles. Moved hit receiver.
Better player positions in vehicle seats (although the driver can't "hold" the steering wheel while also sitting in the sear correctly - animations or car size will need to be adjusted for that).
Made vehicle wreckage and explosions poolable
Stopped engine start sound playing on already-occupied vehicles when a new player connected.
- Fixed a bug in making builds where an #if UNITY_EDITOR was needed.
- Added a revision number to the main menu in builds, taken from the Plastic SCM revision.
- Removed missing scripts from the main menu scene - I went way back in time to before I started working at FP and they were already missing then.
Added a button to my tools window.
Fixed missing blood FX + wreckage edit
Major merge in from vehicle damage etc branch.
Merging NetworkPlayer refactor into trunk.
Added a basic little editor window with some buttons
Added a note about the crash. Also removed a couple of empty folders.
Fixed that lightmap crash. Sorry!
Updating stuff that changed in Unity 5.5. Fixing warnings outside of the building system. Updated global custom defines file to work with the new compiler.
Temp extra null checks, trying to catch a server issue
Fixed proxy players sending damage to the server. Only the owner client should actually send bullet damage, or else every person observing two proxy players shoot each other would have them send damage to the server, multiplying the damage done.
Merging in vehicle collision update.
Improved vehicle movement/interpolation issues when they first activate. Not perfect but good enough.
Fixed issues with how bullets work:
- Tigger colliders used to stop bullets. Not anymore.
- Shooting from too close to someone used to ignore and shoot past them. Not anymore.
Just need Paul's car collider update as well to make shooting car passengers work perfectly.
- Held items can now be marked as AllowUseWhileDriving. Default is false.
- Vehicle automatically puts away invalid items being held when entering, and tries to select a valid one from the player's belt instead.
- Currently unselectable items in the player's belt are tinted red and partially transparent.
Animations updating correctly on owner
Enable animations on invisible players - needed to move the player's hitboxes.
Auto-select pistol when entering vehicle, if it's available in your belt
Aligned client hitbox default
Fixed visual aim angles on proxy not matching actual aim angles
Don't need to adjust car FOV anymore. Set out-of-car view angle up to 170.
Adjusting FOV a bit when in vehicles.
Vehicles have some loose ends to tie up but are pretty solid. Merging in.
Player now moves correctly along with vehicle rotation when inside