8,451 Commits over 2,131 Days - 0.17cph!
AI stuff. Going to change the ammo checking in ApexSelectItem but saving this version.
Fix bug with NPC manager and spawn %
Merging bot branch into Main since it's in a good place that shouldn't break things. Bot players can be added by entering 'addbot' in the server console, but I wouldn't recommend using them yet. They r dum. And in Zombie mode they don't know to jump off the plane.
Much faster zombie finding for AI
Fix melee weapons not doing their hit FX on proxies. Proxy clients now calculate the hits to show the FX, like how proxy guns still shoot harmless bullets.
Move some client-only stuff out the the base player prefab. Spawn it only on client
Bot damage working correctly
Fixed bot player not setting ServerPosition
Moved character collider + other stuff
Bot player spawning in on command.
Character ICharacterControl refactor work
Working on ICharacterControl
Still working on AI for player characters. All broken at the moment
WIP for AI inputs for playable characters.
Better place for the character broadcast code
Fix possibility to select dead targets
Dumb code to get things working
Fixed NPC spawn ratios to work correctly with the new types, and new "should spawn" tickbox
Exclude player zombie from NPC manager spawn options
Bot players can be added successfully, but have no AI yet
Apparently we can't just call SetConnection at the end. Moved it back to its old spot
Working on bot player stuff
Connection not required to set up new users, allowing for bots
Assign character to networkuser correctly on connecting clients
Hide GUI info text and timers when there's no local player
Merging in PersistentPerson branch
Don't actually need INetworkedUser now that I decided to recombine the human and AI user classes back into a single NetworkUser. Just reference the class
Removed PersistentPerson from the base Character and put it into PlayableCharacter only. If we want persistent data on basic NPCs we can change it back, but for now just having a persistent entity for player characters is simpler.
Merged in the latest from Main