8,451 Commits over 2,131 Days - 0.17cph!
Better fix for stuck detection bug where the AI would get stuck in the stuck state, but this breaks being permanently stuck now. Need to fix that too.
NPC behaviour, stuck detection and vision edits
Drug dealer character type + NPC vision stat edits etc
Set character type ID always in OnValidate, to make sure copies of existing types end up with unique values.
Sorting out ECS rendering stuff.
Converted a few more broken shaders.
More wandering around while loitering
Messing with NPC speeds some more
Modified NPC base speeds - they needn't be in as much of a hurry as player characters. Walk a little more slowly by default, and run with a slightly different speed multiplier
Pedestrians walk a bit more slowly.
Fixed walk/run/crouch movement animation speed issues. Character animation speed should match actual move speed correctly now, even when they're faster/slower than "normal" speed.
NPCs wanted about a bit while loitering, staying within their current location.
Updated Apex Utility AI to the latest version
Stopped all placement inside the basement floor
Fixed server load NRE issues.
cherrypicking the exploit fixes, wrong branch.
Fixed a couple of building exploits and issues with old building editor since Unity update.
Replace my loiter time hack with a proper implementation, and fix LocationSphere `GetClosestPointTo`
Unity 2019 bug was preventing reticle colour tint being set correctly. Reported the bug and made a workaround for now. https://fogbugz.unity3d.com/default.asp?1148253_i4151c4g574i5e2a
Drug buy POI don't spam so much now
Merge from Working to POI branch
Merge from Main to Working
Messing with some room volume definition stuff.
Converted tree shaders etc.
Quick hack for better loitering times
NPCs no longer spend money to buy drugs, so they don't run out of money either. +bugfix
Merge Points Of Interest branch into Working
Sorting out client/server issues
Basic new feature, NPCs return to where they previously bought drugs if they have a desire for more drugs