branchwiseguys/main/More AI workcancel
171 Commits over 31 Days - 0.23cph!
Allow NPCs to have different amounts of health
Updated NPC manager editor
Added riot cops with M4s. Updated NPC manager
Fixed pooling errors, but added a warning when stuff isn't pooled correctly
Enforced a reloading wait for the AI
Better firing rate control for AI, an reloading support
Removing some #SERVER flags since they broke the Apex AI interface in #CLIENT only mode.
Shot visuals from NPC weapons fired on the server now show up on client
AI weapon shots do actual damage
Moved Apex AI to the Plugins folder
Way faster (like 15x) city nav generation with better NavMeshSurface settings.
Fixed AI spawn issues in CLIENT+SERVER mode
Basic navmesh generation on city level. Added NavMeshComponents from the Unity GitHub: https://github.com/Unity-Technologies/NavMeshComponents
Requires Unity 5.5 NavMesh version, or Unity 5.6.
NPC init order fix + spawn fallback
Fixed/silenced all warnings outside of BuildingSystem
NPC characters moving and animating on clients, and sharing most code with proxy players for human clients
Got NPCs moving on clients in client/server mode. Not animating yet
NPCs now appear correctly on client, but don't move yet
Working on getting NPCs fully working over the network, not just in CLIENT+SERVER mode
Moved character serialization to the base class
NPC can now hold items from their inventory.
Merging updates from trunk
Fixes issue #63. Fixed player being able to select invalid weapons when in vehicle due to logic error.
New content missing from prev revision
Wreckage now syncs correctly to new connecting clients.
Different pattern for deserialize before init
Fixed vehicles not showing damage on new client connecting. Related to issue #62
Merging latest from trunk
Drag/drop working again. Removed debug prints.
Getting better. Still some really dumb stuff going on.
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.
Added one single #define to ItemManager but it required adding a whole bunch of others.
Fixed tracer script warnings on server
Netting up NPC inventories + crime spot work
Fixed null references in AI when character died but wasn't destroyed yet.
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).
Forgot to re-enable ragdoll creation physics after testing some stuff earlier.