8,451 Commits over 2,131 Days - 0.17cph!
Added support for different character model appearances via CharacterVisualSet ScriptableObject
Imported Apex Utility AI + minor edits
Extra checks for already-created components
Added plugins folder. Added HEM, Geometry, Utilities.
Merging in major refactoring of Character, with partially complete work on NPC support. AI stuff is incomplete and probably buggy but existing character stuff (i.e. what the game actually uses at the moment) should hopefully be stable and run the same as before.
Handling AI death more thoroughly. Creating ragdolls. Ragdoll boneTransforms seemed to need to be serialised since they only got set in editor - Not sure how this worked before?
Can collide with AI characters
Basic AI working, can walk around.
Something is cancelling my NavMeshAgent movement. Committing as a reference before I track it down.
Beginning the setup of an AI "brain" that controls non-player character movement and actions
Got AI spawning in scene, but they don't have a "brain" yet
Continuing AI work + refactoring. Updated NonPlayerCharacter prefab
Free infinite ammo for non-playable characters
Mainly modifying ProtoBuffers to allow for future passing of AI player data.
Major initial work on creating a nav agent-powered NonPlayableCharacter class.
Just removing an obsolete file
Removed the old pre-vehicles debug car.
Clearing initialSeatInfo when it should be. Added a note on OnPostDeserialize behaviour
Server now accepts and handles out-of-order input packets. Reduced max inputs to send from the client from 10 to 6.
Removed use of NetworkEmulator
- Reducing input buffer sends to server. Capping max inputs to send at 10.
- Reduced explosion damage.
Fixed double-spawning colliders on vehicles when in CLIENT+SERVER mode
Fixed bullet hit issues on vehicles. Moved hit receiver.
Better player positions in vehicle seats (although the driver can't "hold" the steering wheel while also sitting in the sear correctly - animations or car size will need to be adjusted for that).
Made vehicle wreckage and explosions poolable
Stopped engine start sound playing on already-occupied vehicles when a new player connected.
- Fixed a bug in making builds where an #if UNITY_EDITOR was needed.
- Added a revision number to the main menu in builds, taken from the Plastic SCM revision.
- Removed missing scripts from the main menu scene - I went way back in time to before I started working at FP and they were already missing then.
Added a button to my tools window.
Fixed missing blood FX + wreckage edit
Major merge in from vehicle damage etc branch.
Merging NetworkPlayer refactor into trunk.
Added some force to explosions because it's cool
Vehicle respawning working in the real level
Vehicle respawning work. Fixed init order bug. Corrected a few Random.Range errors around the project.
Working on vehicle spawns
Starting work on adding vehicle spawners
Added a basic little editor window with some buttons
Added a little editor window with some buttons
Fixed vehicle in a more correct way now that I understand things better.