repowiseguyscancel

8,451 Commits over 2,131 Days - 0.17cph!

8 Years Ago
Added support for different character model appearances via CharacterVisualSet ScriptableObject
8 Years Ago
Imported Apex Utility AI + minor edits
8 Years Ago
Extra checks for already-created components
8 Years Ago
More plugins
8 Years Ago
Added plugins folder. Added HEM, Geometry, Utilities.
8 Years Ago
ignored some bullshit...
8 Years Ago
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.
8 Years Ago
Cleaning up.
8 Years Ago
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?
8 Years Ago
Added push physics
8 Years Ago
Can collide with AI characters
8 Years Ago
Basic AI working, can walk around.
8 Years Ago
Something is cancelling my NavMeshAgent movement. Committing as a reference before I track it down.
8 Years Ago
Beginning the setup of an AI "brain" that controls non-player character movement and actions
8 Years Ago
Got AI spawning in scene, but they don't have a "brain" yet
8 Years Ago
Continuing AI work + refactoring. Updated NonPlayerCharacter prefab
8 Years Ago
Free infinite ammo for non-playable characters
8 Years Ago
Mainly modifying ProtoBuffers to allow for future passing of AI player data.
8 Years Ago
Minor bugfix
8 Years Ago
Importing
8 Years Ago
Major initial work on creating a nav agent-powered NonPlayableCharacter class.
8 Years Ago
Just removing an obsolete file
8 Years Ago
Removed the old pre-vehicles debug car.
8 Years Ago
Clearing initialSeatInfo when it should be. Added a note on OnPostDeserialize behaviour
8 Years Ago
Reduced vehicle health
8 Years Ago
Server now accepts and handles out-of-order input packets. Reduced max inputs to send from the client from 10 to 6.
8 Years Ago
Removed use of NetworkEmulator
8 Years Ago
- Reducing input buffer sends to server. Capping max inputs to send at 10. - Reduced explosion damage.
8 Years Ago
Fixed double-spawning colliders on vehicles when in CLIENT+SERVER mode
8 Years Ago
Fixed bullet hit issues on vehicles. Moved hit receiver.
8 Years Ago
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).
8 Years Ago
Made vehicle wreckage and explosions poolable
8 Years Ago
Stopped engine start sound playing on already-occupied vehicles when a new player connected.
8 Years Ago
- 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.
8 Years Ago
Added a button to my tools window.
8 Years Ago
Fixed missing blood FX + wreckage edit
8 Years Ago
Major merge in from vehicle damage etc branch.
8 Years Ago
Merging NetworkPlayer refactor into trunk.
8 Years Ago
Added some force to explosions because it's cool
8 Years Ago
Vehicle respawning working in the real level
8 Years Ago
Vehicle respawning work. Fixed init order bug. Corrected a few Random.Range errors around the project.
8 Years Ago
Vehicle manager fix
8 Years Ago
Working on vehicle spawns
8 Years Ago
Starting work on adding vehicle spawners
8 Years Ago
Tools edit
8 Years Ago
Minor tools edit
8 Years Ago
Added a basic little editor window with some buttons
8 Years Ago
Added a little editor window with some buttons
8 Years Ago
Bug fix
8 Years Ago
Fixed vehicle in a more correct way now that I understand things better.