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Major changes
fix quick state/animation switching of ped - prevents flickering
new ped AI behavior:
- peds can hear nearby gunshots and react to them
- peds react to being under aim of other peds - they will surrender or attack back
- run away in panic and scream
upgrade Unity to 2020.3.26
huge performance and memory optimization for dedicated servers: rendering meshes for world objects are not loaded anymore, therefore not using CPU for mesh conversion and not using memory to store those meshes
use navigation mesh to move NPCs
- NPCs will now be able to find path to almost any point on the map
upgrade Mirror to v66.0.0 - this brings many performance improvements regarding networking
improve network synchronization of peds, vehicles, and other objects
Full changelog
destroy player's vehicles when he disconnects
add "paintjob" command which changes color of current vehicle
support changing vehicle's color after vehicle is created, on clients
assign
LastTimeWhenDamagedon clients - peds' healthbar is now visible on clientsdisable labels: current ped state & velocity
fix quick state/animation switching of ped - prevents flickering
apply initial velocity to destroyed vehicle parts
ped AI: ignore Emergency nodes unless they are the only ones connected
peds react to nearby gun shots
implement Surrender ped state
peds react to being under aim of other peds
implement Panic ped state
when escaping, peds do not sprint, but run in panic
add ability to play sound from ped mouth
play screaming sound while panicing
add NavMesh generator tool in Editor
add menu tool in Editor which can enable infinite draw distance
add AssetExporter tool in Editor which can export game assets into Unity project
add EditorLoader tool in Editor which can load game data in edit-mode
add Editor window which can draw in-game windows inside of it
add some menu tools in Editor to work with world objects
upgrade Unity to 2020.3.26
paths can be calculated between nodes, in background thread
map window calculates a path to waypoint, with 3 types of path
water colliders can be generated
add menu tools in Editor for working with water
interior waters are offsetted to higher Y position
add setting to control if rendering meshes are loaded
huge performance and memory optimization for dedicated servers: rendering meshes for world objects are not loaded anymore, therefore not using CPU for mesh conversion and not using memory to store those meshes
water faces with 3 vertices are supported
use navigation mesh to move NPCs
create MovementAgent script to control Ped based on input from NavMeshAgent
add script for generating nav mesh from command line
prefer Vulkan over OpenGL on Linux
if path to game is not set, and we are running in headless mode, exception will be thrown during loading process
add navmesh to the project as part of a submodule
upgrade Mirror to v66.0.0
add NetworkDiscovery as a submodule
fix for arm rotating in wrong direction when holding a single-arm weapon
fix for spawning "yellow chicken" model for every ped, on clients
improve ragdoll network sync
when player disconnects, destroy peds spawned by him
players can be server admins ; add command to authenticate player
rework Stats: they can output to StringBuilder and also use imGUI
add "stats" command which shows stats
don't modify chat messages that are sent from server - messages are sent as they are
add "cmd_server" command which can run a command as server
add "say" command which sends a chat message
use snapshot interpolation for network syncing of transform of peds, vehicles, vehicle's detached parts
increase interval for detecting dead connections to 20 seconds (was 6)
change ping sending frequency to 0.5 seconds (was 2)
change ped & vehicle sync rate to 30 (was 20)
change vehicle's rigid body interpolation mode on server to Interpolate (was None)
fix problems with floating-point numbers precision when game uptime is high (eg. 1 month)
- weapons have normal fire rate now (previously their fire rate was slow (~ 4 bullets per second for AK))
change ped's input upload rate to 60 (was 30)
Assets5
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