8,451 Commits over 2,131 Days - 0.17cph!
Nav pathing through doors
Danger area rating change
Nav update with modifier volumes. NPCs now prefer to use pedestrian crossings.
Merged in updated NetworkUtils just in case we need it.
Tried a "smallest three" on the eye rotation but improvement wasn't worth it. Committing updated NetworkUtils in case we want to use it in the future.
Fix for GetBytes. GetBuffer always returns the full 256 allocated bytes, even if they're not used. ToArray makes a copy, but only returns what's actually used. Big improvement for network traffic!
Fixed a huge fuckup with NetworkWriter!
Ripped out most of the CharacterState ProtoBuf, making it only 4 bytes in size. Just for comparison testing.
Removed velocity from protobuf. Could calculate this locally, but it's broken for now.
Subtractive merge. Trying something else.
Trying "smallest three" compression on eye rotation
Updated NPC console command, and made it work if used as a commandline argument on server launch. Switched absolute NPC counts in the NPC manager to ratios.
Added console args to set NPC counts from the server
Moved network info into the F1 screen info box that was already there
Added network stats into debug UI
Added access to network stats.
Random messing with stuff
Spread out NPC spawns a bit more
Network stats UI changes. Bill Ford's going to make an interface to actually get the stats.
Starting to add a little network stats GUI thing
Refactor for managers, so they handle real builds correctly. + minor edits
Added dev client build option
Fixed messed up cop aiming in C+S mode
More tolerant shooting vs. aiming
Fixed shop, lot purchasing and network menus.
Merging more AI work from Main
Making sure all maps somewhat support AI
Balance tweaks. Made cops less accurate.
Minor fix for and issue that stopped cops from aiming in certain situations.
Cops aim in a more real-time way.
Fixed pistol getting deselected in some cases when reloading in vehicles.
Fixed NPCs no longer getting hit by vehicles.
Set Obstacle Avoidance on the NPC NavAgent to NONE because otherwise vehicles cannot hit them - they simply flow out of the way no matter what the speed. With it off, stationary vehicles are still pathed around as they carve out the navmesh itself when not moving.
If we want to have Obstacle Avoidance on, we'll need to manually disable the NavMesh Obstacle vehicle component whenever vehicles are moving. And DON'T test changes in combined client+server mode, it works differently.