8,451 Commits over 2,131 Days - 0.17cph!
made foliage deferred and tidied up assets
Errors fixed. Added NPC protobuf
Merging in the latest including new protobuf system. Broken currently.
Removed old unused folder
Set instanced on a shit load of materials.
Updated Unity to b11
Removed Social menu (temp)
Purchase screen fix
Giz a grand works again
Config copies on build
Merging in AI work + vehicle tweaks + fall-through-ground bugfix.
Fixed falling through road
Improved AI door handling.
Vehicle spawns on Testmap_Smaller
Wider nav obstacles to stop NPCs clipping through
New nav system for my test map
Better solution for building walkable zones
Tweaked vehicle physics to better suit the server delay (hopefully)
Maked buildings by nav modifiers as being buildings. NPCs won't get random paths that end inside buildings anymore. Removed orphaned meta files.
Sellable item count reduces correctly after use
Drug selling works in Client+Server mode
More efficient NPC hover, only looking at the character layer
Added extra vision dist mod for cops looking for criminals
Some basic drug selling code working. Plus refactoring in the HeldItem classes and elsewhere.
Fixed SteamServer issues.
Seems to be working fine.
Added a basic placeholder drugs HeldItem
Added basic drug item. Not usable yet
Fixed support for active items that have no held item
Commenting out UIViewController prints as it was spamming too much
Fixed NPC stats fade out bug
Got interactables and NPC hover to handle the case where the active item is destroyed. Previously the active item could go null with the UI still displayed.
Adjusted tonemapping level to 8.5 - a little darker than it used to be but lighter than after changeset 2180.
Merging in the latest from Main
project files for plugins.
Since partial classes cannot span assemblies, had to change some shit to sort that.
Proto stuff now generated in plugins.
merge, deleting all plugins project that's fucked.
- Fixed UI missing refs
- Stopped UI running on server
- UI now loads from scripts instead of existing in bootstrap scene
Merging in new idle anims, Cop uniforms, and improved AI pathing.
Improved NPC pathing code. Got idle animations working. Only using them atm for when holding no weapons - that way they can just automatically trigger if doing nothing else. Can add weapon hold idle later.
fixed offset animation bug