8,451 Commits over 2,131 Days - 0.17cph!
Merging in NPC interaction branch.
Interaction bugfix. Occupied text shows again.
Fixing interaction issues.
Changed INetworkUser into INetworkCharacter for increased clarity
Simpler label system. Should've done this originally.
Some label jankiness reduction
NPCs show name labels like players do (not just when aiming at them), but hides when full stats are shown. Looks a bit janky ATM.
Set player name labels to match the NPC ones
NPC names set and synced to clients
New interaction system for NPCs. Stops their huge hitboxes blocking interaction with other interactables like doors etc when they get in the way. May need some tweaks.
Added random name generator. Not actually used yet.
Players connecting auto-select their first inventory slot item (if there's an item in the first slot)
Nav obstacles for all props except beds.
Did I turn NPCs off? Turning them back on.
Made skidmarks look better because it's not 1995 anymore and we can handle a single 4096-poly mesh. ??
NetworkPlayer -> NetworkUser rename fixes
Rebuilt protobuf with merged magic.
Merging in character active/inactive branch
Make sure we send character data when subscribers and groups change
Remove eye network stuff, it can all be sent in character state
Removed unnecessary comment
Client destroys all prefabs and non globals
Made NetworkEntity inspector look nice.
Client doesn't get to do any generation or level loading in listen server mode.
Merged with networkuser branch
Renamed all variables that I could see.
Only sending character state to proxys when it changes. Also simplified character state proto slightly
fixed crouch animations floating above ground
Fixed weird character hovering on player_motor bug
Fixed issues around being dead and disconnected and respawning and stuff
Can't make as much go inactive as I'd hoped. Character needs to still react to changes in the world. Rearranging the system...
player plays shooting animation when sprinting + shooting
Renamed main NetworkPlayer classes to NetworkUser
Client and server ids now seem to be the same. Supressed spawning of pre allocated entities.
Fixed death code failing if the owner player wasn't connected.
Working on active/inactive character states. Bit broken currently
Fixed animation bug with 3rd-person view in CLIENT+SERVER mode when in vehicles.
Return of the third-person view.
fixed jump not playing when character is unarmed