8,451 Commits over 2,131 Days - 0.17cph!
Cop AI work and refactoring. Cops keep their guns out and remember criminals for 30s, then go totally back to normal. Also commented out some OnDrawGizmos stuff so I can see my own ones.
AI reloading reinstated. Added aim inaccuracy.
Cops boost view distance momentarily when shot,
Pedestrians flee when getting injured
NPC shots can damage vehicles
Some fixes for potential null checks and general issues
Fixes after doing some testing
Merging in AI work and fixes
Fixed NPCs no longer getting hit by vehicles.
Set Obstacle Avoidance on the NPC NavAgent to NONE because otherwise vehicles cannot hit them - they simply flow out of the way no matter what the speed. With it off, stationary vehicles are still pathed around as they carve out the navmesh itself when not moving.
If we want to have Obstacle Avoidance on, we'll need to manually disable the NavMesh Obstacle vehicle component whenever vehicles are moving. And DON'T test changes in combined client+server mode, it works differently.
Fixed pistol getting deselected in some cases when reloading in vehicles.
Cops aim in a more real-time way.
Minor fix for and issue that stopped cops from aiming in certain situations.
Balance tweaks. Made cops less accurate.
Making sure all maps somewhat support AI
Merging more AI work from Main
Fixed shop, lot purchasing and network menus.
More tolerant shooting vs. aiming
Fixed messed up cop aiming in C+S mode
Added dev client build option
Refactor for managers, so they handle real builds correctly. + minor edits
Starting to add a little network stats GUI thing
Network stats UI changes. Bill Ford's going to make an interface to actually get the stats.
Spread out NPC spawns a bit more
Random messing with stuff
Added access to network stats.
Added network stats into debug UI
Moved network info into the F1 screen info box that was already there
Added console args to set NPC counts from the server
Updated NPC console command, and made it work if used as a commandline argument on server launch. Switched absolute NPC counts in the NPC manager to ratios.