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
LastTimeWhenDamaged
on clients - peds' healthbar is now visible on clients -
disable 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)