branchwiseguys/main/More AI workcancel

171 Commits over 31 Days - 0.23cph!

7 Years Ago
Moved network info into the F1 screen info box that was already there
7 Years Ago
Debug stats work
7 Years Ago
Oops
7 Years Ago
Added network stats into debug UI
7 Years Ago
Merged in stat code
7 Years Ago
Random messing with stuff
7 Years Ago
Spread out NPC spawns a bit more
7 Years Ago
AI timing tweaks
7 Years Ago
Network stats UI changes. Bill Ford's going to make an interface to actually get the stats.
7 Years Ago
Starting to add a little network stats GUI thing
7 Years Ago
Added profiling line
7 Years Ago
Refactor for managers, so they handle real builds correctly. + minor edits
7 Years Ago
Merge
7 Years Ago
Added dev client build option
7 Years Ago
Fixed messed up cop aiming in C+S mode
7 Years Ago
More tolerant shooting vs. aiming
7 Years Ago
Merging more AI work from Main
7 Years Ago
Cops aim in a more real-time way.
7 Years Ago
Fixed pistol getting deselected in some cases when reloading in vehicles.
7 Years Ago
NavMesh update
7 Years Ago
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.
7 Years Ago
Nav obstacle on vehicles
7 Years Ago
Fixes after doing some testing
7 Years Ago
Some fixes for potential null checks and general issues
7 Years Ago
NPC shots can damage vehicles
7 Years Ago
Pedestrians flee when getting injured
7 Years Ago
Working on pedestrian AI
7 Years Ago
Cops boost view distance momentarily when shot,
7 Years Ago
AI reloading reinstated. Added aim inaccuracy.
7 Years Ago
7 Years Ago
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.
7 Years Ago
Multiple fixes for hit visuals, sounds, and hit indicators.
7 Years Ago
Fixed error in client mode, and fixed double impact FX sounds when in C+S mode
7 Years Ago
Cops shout when they detect a criminal
7 Years Ago
Working on Cop AI, getting more complex
7 Years Ago
Cops put their weapons away when not in use (no target)
7 Years Ago
Fixed initialisation order problem with players who were already in vehicles
7 Years Ago
Fixed player spawns, no longer spawning at zero
7 Years Ago
Fixed player animations when holding weapons
7 Years Ago
Build directory fix
7 Years Ago
Fixing bugs
7 Years Ago
5.6 upgrade was causing crashes. Reverted.
7 Years Ago
Updated to Unity 5.6 beta
7 Years Ago
Working on spawning and moving in actual cities. Unified network level size with tile map size.
7 Years Ago
Added AI respawn support. Some other small fixes.
7 Years Ago
Added character world model back into CLIENT+SERVER mode, so NPCs can shoot the player. NPCs drop their stuff on death. Starting work on NPC respawning.
7 Years Ago
Merging the latest in from trunk
7 Years Ago
NPCs can have allies
7 Years Ago
NPC manager includes allies
7 Years Ago
Character roles now include humans.