8,451 Commits over 2,131 Days - 0.17cph!
Fixed some steam issues. Fully fucked off steamworks.net off now.
Moved Apex AI to the Plugins folder
Fixed selected slot visuals not showing up on client + test map update
Better door fix. Only animated when necessary - moves instantly when new clients connect.
Fixed doors not syncing correctly when new clients connected by removing some code.
Fixes #68. Purchases (shops, buildings) now functional again.
Fixed medkit not working anymore. Kinda hacky fix: Made it a holdable item with no model so that it can be selected. See also GitHub issue #69
Way faster (like 15x) city nav generation with better NavMeshSurface settings.
Fixed AI spawn issues in CLIENT+SERVER mode
Basic navmesh generation on city level. Added NavMeshComponents from the Unity GitHub: https://github.com/Unity-Technologies/NavMeshComponents
Requires Unity 5.5 NavMesh version, or Unity 5.6.
NPC init order fix + spawn fallback
Wreckage spawns client version with visuals if in CLIENT+SERVER mode
Increased input rate allowance
Merging in AI updates from branch. Includes Apex Utility AI.
Fixed/silenced all warnings outside of BuildingSystem
NPC characters moving and animating on clients, and sharing most code with proxy players for human clients
Got NPCs moving on clients in client/server mode. Not animating yet
Switching to facepunch.steamworks
NPCs now appear correctly on client, but don't move yet
Working on getting NPCs fully working over the network, not just in CLIENT+SERVER mode
Moved character serialization to the base class
NPC can now hold items from their inventory.
Merging updates from trunk
Fixes issue #63. Fixed player being able to select invalid weapons when in vehicle due to logic error.
New content missing from prev revision
Wreckage now syncs correctly to new connecting clients.
Add a lot of the new UI stuff
Forgot to branch off. Re added steam and shit.