8,451 Commits over 2,131 Days - 0.17cph!
Fixed interaction fuckups
Trying to fix icon issues
Reverted change. Needs investigation.
Moving various input stuff server-side
Caching similar meshes that are created by the building generator ready for instancing.
Reloading server-side with client-side pre-emptive animation
Inventory changes, and fixed it not closing when pressing the inventory button again.
Inventory visuals fix, with a little bit of a timing hack
Fixed gun not showing up initially in CLIENT+SERVER mode
Merging in drugs + wanted system + input updates.
Fixed a couple of bugs with selling drugs to NPCs in the new server-side interactions. Latency still causes some minor trouble - see GitHub issue #105.
Fixes #106. Stopped cops from remembering their targets past the end of wanted state.
Simpler NPC UI fill bars. Less custom code.
NPCs no longer scared of being sold drugs, or drugs being sold near them.
Fixed some pooling errors. Still stuff to do here.
Generated meshes are now cached.
Trying to support instancing better.
Big framerate increase from building LOD fuckup.
Updated doors. Now uses playable API and switches animator on / off properly. 2-3ms per frame saving.
Experimenting. This disables animators and some other things on characters outside of the player's view frustum. Has some promising effect in editor but seemingly very little effect in actual builds. Also bugged I think as I've seen NPCs stuck frozen in place.
Fixed my frozen NPCs bug. Everything looks seamless now
Using anim hashes on all character anims now.
Small improvement for NPC collider updates.
Added Facepunch.UnityEngine for TimeWarning class
Added lots of timewarnings for profiling ideas.
Reduced shadow distance. Better frames, minimal impact.
Don't instance buildingmeshes yet.
Reverting old building code
Looking at window instancing.
Cherry picking door optimisations.
Fixed issue with NPCs walking past the player sometimes appearing to freeze for a moment