2,811 Commits over 1,918 Days - 0.06cph!
Merging my physics/collision changes into Main
Fixed init order for characters that are already in vehicles when a new client joins. Fixes character sitting at the wrong angle.
Fixed NPC interaction bug
Merging in a particular commit with an AI fix.
Pulling all my fixes and stuff back into Main.
Fixed a bug in CLIENT+SERVER mode
Merging in my work now that testing week is over.
updated tree and shop objects
cop maps and tint changes
updated textures and character parts
updated pistol worldmodel
updated pistol model (viewmodel)
Removed the "paying welfare" print
NPCs stop when player approaches with sellable items. Prevents issues with latency when trying to interact with moving NPCs.
Fixed StateQueue GetUpTo code that got results backwards and didn't respect the maxToGet
charracter and shop and world art mods (rest tommoz)
Fixed item producer error
Safe placement fix, bin spawn table
Death messages (maybe)
Item producer fuckups (maybe)
Made some items cheaper,
fixed map icons,
fixed item producer
Merging in changes to go in this week's release.
Bigger framerate boost from hiding characters
Spawning shit in bins now
Fixed door interaction error
Added a system to disable movement and animations on characters on the Client when they are not in view of the player. Gives me an FPS improvement of 20-70% on the previous commit depending on where I'm looking.
Cherry picking door optimisations.
Reduced shadow distance. Better frames, minimal impact.
Added lots of timewarnings for profiling ideas.
Added Facepunch.UnityEngine for TimeWarning class
Small improvement for NPC collider updates.
Using anim hashes on all character anims now.
Updated doors. Now uses playable API and switches animator on / off properly. 2-3ms per frame saving.
Big framerate increase from building LOD fuckup.
Fixed some pooling errors. Still stuff to do here.