8,451 Commits over 2,131 Days - 0.17cph!
Trying a fix for the dependency errors.
Creating a utility window that locates all the materials in the projects and will allow a replacement to be swapped.
Base environment at least working.
Fixed a bunch of the remaining issues with the added corp ui
More advanced bounds options
Rename ScenePointsOfInterest to SceneLocations to avoid confusion with the new POI system for AI
Being more complete with #if SERVER flagging out on AI
Fixed some bits of missing UI
Factoring in distance to POI
Minor fix for testmap_small alley.
Basic framework for NPC Points Of Interest
Referenences to building model defaults.
new less intense normals on all materials
Added a load of menus etc. to be able to create prefab variants of all of the supported model types.
Cops no longer get guns out when doing non-violent arrests
Cops have to be facing you to arrest you
Fix pathing bug. Apparently we still need the area mask as paths points will otherwise be selectively ignored!
Random walk fallback using the new pathing system fixes bots always walking into the corner when in prison.
Reduce danger terrain cost
Fix path importance score
Fix #CLIENT flag, add profiling.
Reworked AI pathing to allow getting a path separately from taking that path. Will allow me to choose not to take partial paths. Also removed some unneeded code complications.
first pass brickpainted01 and brickpainted01_trim01
Fixed prison navmesh gen. Had the same issue as other buildings, where the nav gen sneaks through the gap between floors.
Skip welcome screen entirely when using Fast Countdowns.
Suppress the AssetUsageDetector warning for old prefab code. Should check the github for updates at some point. https://github.com/yasirkula/UnityAssetUsageDetector
Added AssetUsageDetector. Open it via Tools > Asset Usage Detector.
Changing up the corp menu
Added pagination to corp list
Fixed an NRE that occurred only on separate client/server, when a player died while in a vehicle while the vehicle was at the same moment colliding with another character.