8,451 Commits over 2,131 Days - 0.17cph!
Set up tool that bakes LOD2 to texture automatically...
Dealers stop following if follow target is arrested, disconnects, enters a vehicle, or gets too far away (or dies, but that was already in)
Have dealers not crowd you out so much when following - they don't mind being up to 5m away now.
Made drug dealers easier to kill (less HP, less shooting accuracy)
Fixed climbable street lamps and simplified their colliders
Medikit uses notification instead of info. Less spammy as it doesn't block screen so much.
Added colliders to the shop signs
Adding logs and checks trying to detect the "ghost cops" bug
Commenting out "Skipping next input rate check" warning as real server builds seem to occasionally spike way down in framerate despite running fine 99% of the time, which causes unnecessary log spam.
Allow client s to set damage pre-init, since they do it on Deserialize
Added support etc. for a bunch of props that need collisions or other things spawned.
Prop spawning routine is a lot more fluid.
created unique wall_default_lod2 mesh and assigned to all wall prefabs in lod2 slot. WIP on stairs_lshaped model
Gone through the rest of the props
Added a routine for generating props and throwing them into subscene. Also set up proper lods on trees.
Don't arrest if you're dead (0HP). Should stop "ghost cops" arresting people
Add my CharacterHealth damage before init check back, just in case (trying to solve ghost cops)
- Added map icons for corp drug dealers.
- Refactored most map icons to use the same base prefab and a simple AddIcon method in Map.cs. Especially useful for classes that need a map icon where prefabs can't be assigned.
rebuilt all building prefabs with lods, ushaped stairs mirror has collision bug right now, need to add wall_door_half and wall_quarter too
Character stops using interactables when pressing tab. Fixes an old bug where it would say some interactables were busy, also fixes bug where right clicking items would "disappear"
Match my code to project coding standards
Rewording dealer interactions for corps
Drug dealers now work for a corp, not an individual.
Cops now kill instead of arrest on maps with no prison (useful for testing).
Allow cyka blyat to work on maps with no units at all (allows testing on my test map)
Reduce NPC random walk zone on my test map
Network entity cache update
Give the back button some hover/press FX for larity
Clean up some new warnings
Working on the building model LOD baking...
added x_crossing_double_to_single, t_cossing_single_to_double and t_crossing_double_to_single along with their deform pieces, and re-exported all
Set some more audio parameters.
Whoops. Fucking resharper made a field readonly which stopped serialization.
Building collision meshes can use 32bit indices. Good or bad?