Major changes:
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inflict damage to ped based on part of body that was hit (#46)
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weapons are raycasting against vehicle's high detail mesh - peds can be damaged while being in vehicle (#85)
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vehicles can be damaged and destroyed (#49)
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vehicles can explode - during explosion, vehicles parts are detached, physics force is applied to all nearby objects, VFX is displayed, explosion sound is played, and all nearby objects are damaged
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when vehicle's health reduces to certain level, smoke/flame is emitted from vehicle (#49)
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implement rocket launchers (#98)
Full changelog
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ped characters now have ragdoll colliders (#46)
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inflict damage to ped based on part of body that was hit (#46)
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implement on-screen messages (#72)
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display inflicted damage as on-screen message
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weapons are raycasting against vehicle's high detail mesh - peds can be damaged while being in vehicle (#85)
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peds can not damage other peds in the same vehicle (during drive-by)
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change camera aim offset
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fix for bug when peds could spawn at the same position
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use random rotation when spawning players' peds
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fix for a bug when ped always spawned at initial teleport position, because ray was hitting ragdoll colliders
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vehicles can be damaged and destroyed (#49)
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vehicles can explode - during explosion, vehicles parts are detached, physics force is applied to all nearby objects, VFX is displayed, explosion sound is played, and all nearby objects are damaged
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when vehicle's health reduces to certain level, smoke/flame is emitted from vehicle (#49)
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put all Unity Standard Assets into a submodule
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ped damage handling is done by State classes
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ped can not be damaged by explosion while he is in vehicle
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vehicle's health is synced
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vehicle's detached parts are synced
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explosion is synced
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color of vehicle's detached parts is synced
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remove Light component from explosions - it looked ugly on Fantastic quality level
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implement rocket launchers (#98)
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change default quality level on Standalone platform to Fantastic
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add setting for vehicle's detached part lifetime
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vehicle's doors are closed