8,451 Commits over 2,131 Days - 0.17cph!
NPCs no longer keep generic mission packages in their inventory
Remove comment since it doesn't apply on the overridden method (comment has come from the base class method)
Corp safe OnDestroyServer call fix
Stopped spectate input working even with menu open
Working on some little tools for placements etc. Working out how skinning and model variations would work.
Reduced max flee distance a little, as sometimes it ended up being way around the block.
Use lazy instantiation for NPC footpaths so we won't get them until after the level has loaded
created more greybox components and created rough version of rainbow six siege house map
Added a shit load of analytics events
Fixed issues with the plugins project as well as fixed issue with saving count mismatch.
Adjusted all testmap_small spawns to start on footpath and face a reasonable direction
Fix AI pathing through lot items that stick out beyond the lot
Fix empty lot walkable state
Fix NPCs getting stuck for a while if the closest valid place they can go is a scary place
Update road nav layer modifiers
Modified NPC stuck detection
Disable all agent navigation in buildings. Nav with generated colliders in buildings was causing issues - particularly sometimes sneaking through walls on buildings that don't have a bottom floor foundation. Don't think this used to happen, I suspect a Unity update at some point changed something. We'll just have no NPC/bot nav into buildings for now.
Unity really wants me to update these two prefabs in particular to include the new invisible flag.
When NPCs die due to pathing issues, don't drop inventory.
Give testing game mode NPCs some cash
Fixed some stuff because Unity is fucking shite.
texture and prefab resizing
Added a crude lightcull system for lights.
Added a convar to control grow rates
Sorted out options screen UI at different aspects as well
Fixed diagnostics UI being messed up in different aspect ratios
Spectate UI can use diagnostic menu. Also updated how it gets the escape menu.
Lot purchase UI was missing dollar signs. Added a general WiseGuys currency extension method and used it in a few places.
NPCs now die automatically if they get really stuck for more than 30s
90% sure we don't need to position non-visible proxy characters
Fixed a brief sort of teleport slide that new proxy characters (NPC and human) would do when first spawning in.
Added growing items to shop. Tweaked shop amounts etc. of a few items.
Fixed spawn locations in game mode. No longer found purely by code + guessing.