8,451 Commits over 2,131 Days - 0.17cph!
Decouples scary events from crime events, placing scary locations into a restored NPC shared knowledge object. Now cops shooting can be scary too!
No NPC aim inaccuracy when facing player to buy drugs.
AI look angle rotation limit
NPC name labels stop checking for show/hide when character is not visible to player
Don't play NPC "got money" FX when they're not visible.
Tracked down why pausing the client and unpausing after a bit would cause the pool's ItemsInUse to increase massively. It was a bug in the Facepunch.System pool implementation itself, so I've updated the code and created a new DLL, plus submitted a pull request on GitHub with the fix.
CharacterRole refactor into a Strategy pattern. See CharacterRole.cs.
Minor edit, save latest motor state after AdjustPresentState
Tracked down why server/client states didn't get back in sync properly anymore. One line fix as always...
Better location avoidance, but paths can still go through avoided locations. Wonder if we can do something like a custom nav area per NPC so they can avoid different crime zones they know about.
Somewhat unrelated work, resetting nav area costs correctly.
AI avoiding locations they're afraid of
Using Ritter's bounding sphere algorithm to include all crime points that overlap the NPC's location when calculating where to flee
NPCs now take all crime locations they are in range of into account, and flee from the closest one. Although getting a vector away from all they're in range of may be better.
More crime flee work, taking the crime's radius into account
Fixed pedestrians not running from crimes in Bill's updated crime system.
Basic fix for any calls to IsHumanOwner while NetworkUser is null.
When not looting a container, right-click in inventory switched items between main inventory and belt (if there's room).
Updated Facepunch.Steamworks
Updated Facepunch.Unity
Updated Facepunch.System
Removed old exception reporter
Bin spawn changes, console command changes.
Fixed vehicle sounds and other vehicle state issues.
Made the What's New come up on start, ready for the playtest
Fixed a bug where characters that died while they weren't visible to the player could have their ragdolls spawn in the wrong place.
DrugSellZone visuals work+ refactoring
uniform texture updates WIP
Updated what's new screen. Added a UI hack.
chimney and car wheels added
Pooling work, fixing leaks and reducing object creation for CharacterState and CharacterMotorState
WIP texture updates - backup