branchwiseguys/main/BillBWorkcancel
49 Commits over 31 Days - 0.07cph!
Vehicle headlights can turn on/off via a method.
Added car headlights. Always on right now.
Ragdolls now handle explosion and other hit forces as well.
Ragdolls inherit velocity of vehicle hits from the server. Adjusted vehicle->character hit forces. Also renamed PlayerHealth to CharacterHealth since NPCs use it as well.
NPCs now using the new fake trigger collision system that players use. No more real physics collisions from NPCs. Also added a little more support for NPCs in vehicles at some point.
Vehicle hit force mod, and also fixed player getting hurt FX when jumping around on stationary vehicles.
Merging in the latest from Main.
Minor ragdoll method edits.
Fixed a bug where AI would stop walking their current path after their target died
Got NPC vehicle collisions working again
NPC push velocity updated to match player
Working on a new vehicle/player collision system that improves collisions and removes janky "pushing" vehicles around.
Removed need for capsule collider on the server by using a different character controller setting.
Two seconds of invulnerability to collisions after exiting a vehicle.
Pretty sure player_motor doesn't need to token rigidbody anymore
Moved car exit points further from the car. Might help getting hurt when exiting on laggy servers a bit.
Stop vehicles damaging characters at all at very low speeds. Makes them slightly (only slightly) less janky
Stopped injuring yourself with your own car making you a criminal
Snappier interaction display
Changed players to use NPC visual styles.
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Reduced cop and pedestrian vision distance from 75m to 50m
Added a short "Bought Item!" interact text when an NPC buys something, to prevent confusion with the immediate "Not Interested"
Added one lot of pistol ammo for the player in edit mode so reloading can be tested.
Fixed some null checking nonsense with Unity's null overriding and referencing a monobehaviour as an interface
Cars still set a wanted state if you bail out before hitting someone.
Improved the unified inventory. Removed the need for the separate PlayableCharacter.IItemRequestReceiver with its own separate system.
Made the whole cash register interactable in shops
Changed shop system to push state instead of always pulling it. This fixes a bug the shop had where it would update the cash display on the client before the items in your inventory got synced, leaving the price at the old value.
Banned holding drugs while in car. Maybe just because the package clipped through the car all the time.
Fixed generic package hold position on proxy player
Fixed package viewmodel casting shadow. Removed Debug log.
Getting the latest from Trunk.
More interpolator improvements
Added reset system for leaving and joining servers
Moved variable interpolation clock to be a single source per client.
Moving some interpolator stuff back from the protobuf project into the main one
Merging the latest in from Main
Made the SwitchGroup call recursive. Previously if you were in a vehicle, your helditems would disappear when changing network groups since they were two levels deep.
Fixed network group not updating when in vehicle
Fixed nav generation for doors that was broken by changeset #2411. Note that NPCs are still locked out of using doors right now, since changeset #2407.
Modified NPC UI - Don't show level 3 and 4 drugs for now
Giving some NPCs a natural inclination to try level 2 drugs as well as level 1. Deterministic based on networkEntity ID so server sync isn't necessary.
Limiting framerate to 144 when in menus. Unlimited in-game. Prevents graphics cards freaking out.