8,451 Commits over 2,131 Days - 0.17cph!
Beginning the setup of an AI "brain" that controls non-player character movement and actions
Something is cancelling my NavMeshAgent movement. Committing as a reference before I track it down.
Basic AI working, can walk around.
Can collide with AI characters
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?
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.
Added plugins folder. Added HEM, Geometry, Utilities.
Extra checks for already-created components
Imported Apex Utility AI + minor edits
Added support for different character model appearances via CharacterVisualSet ScriptableObject
Moved ragdolls into the visual set as well
Added NPC type and visual option system. Different looks for pedestrians and cops (no different behaviour yet)
Ragdolls now match different player type visuals that they had when alive
Apex work. Changed vehicle namespace name
Shuffling things around to better match the original folder organisation
Shuffling things around again
Converting NPCs to Apx-based brains
Basic Apex-based random walk brains working for NPCs
Handling inputs - facing in walk direction
Don't need random walker anymore
Resolves #55. Explosions now ignoring ragdolls .
Enabled projection on ragdolls as it fixes some other issues with ragdoll glitches
Basic AI for pedestrians fleeing crime
Probably fixed animation offsets.
Merging character in ground fix
Workaround for network level size bug (Issue #57). Limiting min size to 256.
Extra bit for the previous commit.
Merging in level size bug workaround
Fixed wreckage pooling bug
AI work. Walking animation change
Forgot to re-enable ragdoll creation physics after testing some stuff earlier.
Only using animators on doors when they're needed.
Subtractive merged minhs stuff
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).
Fixed null references in AI when character died but wasn't destroyed yet.
Netting up NPC inventories + crime spot work
Fixed tracer script warnings on server
sway and irongishgint animations
Experimenting with a "nothing" HeldItem
Added one single #define to ItemManager but it required adding a whole bunch of others.
zeroed out all the animations
fixed the ironsight animations