branchwiseguys/main/More AI workcancel
171 Commits over 31 Days - 0.23cph!
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
Merging character in ground fix
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.
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
Added one single #define to ItemManager but it required adding a whole bunch of others.
Player belt refactor, pulling out the active item parts into a separate controller. Bit broken at the moment.
Also handling HeldItem destruction - now letting the character object know their item is gone.
Getting better. Still some really dumb stuff going on.
Drag/drop working again. Removed debug prints.
Merging latest from trunk
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Different pattern for deserialize before init
Wreckage now syncs correctly to new connecting clients.
New content missing from prev revision
Fixes issue #63. Fixed player being able to select invalid weapons when in vehicle due to logic error.
Merging updates from trunk
NPC can now hold items from their inventory.
Moved character serialization to the base class
Working on getting NPCs fully working over the network, not just in CLIENT+SERVER mode
NPCs now appear correctly on client, but don't move yet
Got NPCs moving on clients in client/server mode. Not animating yet
NPC characters moving and animating on clients, and sharing most code with proxy players for human clients
Fixed/silenced all warnings outside of BuildingSystem