8,451 Commits over 2,131 Days - 0.17cph!
Trying "smallest three" compression on eye rotation
Subtractive merge. Trying something else.
Removed velocity from protobuf. Could calculate this locally, but it's broken for now.
Ripped out most of the CharacterState ProtoBuf, making it only 4 bytes in size. Just for comparison testing.
Fixed a huge fuckup with NetworkWriter!
Fix for GetBytes. GetBuffer always returns the full 256 allocated bytes, even if they're not used. ToArray makes a copy, but only returns what's actually used. Big improvement for network traffic!
Tried a "smallest three" on the eye rotation but improvement wasn't worth it. Committing updated NetworkUtils in case we want to use it in the future.
Merged in updated NetworkUtils just in case we need it.
Nav update with modifier volumes. NPCs now prefer to use pedestrian crossings.
Danger area rating change
Nav pathing through doors
Some NPC door pathing stuff
NPCs ignore road crossing danger when appropriate. Some pathing changes in progress.
Peds can handle stairs properly
Nav radius edit, fixed stairs properly
Faster AI updating to face where they're going
Working on door interactions
Working on moving NPC motor stuff to the main NPC object
Fixed NPC look angles with the new motor system
Removed CSP test code since it was unused and still often had to be updated.
Don't use proxy code when in CLIENT+SERVER mode
Don't need character brain interface when it's a base abstract class
Taking a new strategy with doors
Fixed view clamp issues with the latest eye changes
Fixed view angle when entering vehicles
Merging in the latest AI work
Fixed health sync/destroy bug
Fixing more issues. Game seems like it's in a good stable state now hopefully.
Starting to consume web api
NPCs detect nearby doors (but don't yet act on the knowledge)
Door interaction work + character context simplification
NPCs can open and close doors, although it confuses them greatly. They just love using the doors too much
Increased car tyre skid sound threshold
Improved NPC vision system + some extras
Fixed rotation issue when reloading etc
Creating weapons firing events at the bullet hit point as well as at the firing point. Lets NPCs react to shots that land nearby but come from far away