8,451 Commits over 2,131 Days - 0.17cph!
Improved pathing, no more oscillating around target position
More delay on city nav gen - it was occasionally still failing
Improved AI pathing system
Trying some stuff for AI pathing. Might revert this
Mostly navigation changes
Pathing updates, mainly door related
Refactored requests. Made them more generic, uncoupled from UI and put them all in their own namespace.
Hitting someone with a vehicle now marks the driver as a criminal
Players can now take damage from NPC shots when in a vehicle
Creating weapons firing events at the bullet hit point as well as at the firing point. Lets NPCs react to shots that land nearby but come from far away
Fixed rotation issue when reloading etc
Improved NPC vision system + some extras
Increased car tyre skid sound threshold
NPCs can open and close doors, although it confuses them greatly. They just love using the doors too much
Door interaction work + character context simplification
NPCs detect nearby doors (but don't yet act on the knowledge)
Starting to consume web api
Fixing more issues. Game seems like it's in a good stable state now hopefully.
Fixed health sync/destroy bug
Merging in the latest AI work
Fixed view angle when entering vehicles
Fixed view clamp issues with the latest eye changes
Taking a new strategy with doors
Don't need character brain interface when it's a base abstract class
Don't use proxy code when in CLIENT+SERVER mode
Removed CSP test code since it was unused and still often had to be updated.
Fixed NPC look angles with the new motor system
Working on moving NPC motor stuff to the main NPC object
Working on door interactions
Faster AI updating to face where they're going
Nav radius edit, fixed stairs properly
Peds can handle stairs properly
NPCs ignore road crossing danger when appropriate. Some pathing changes in progress.
Some NPC door pathing stuff