v3.6
Major changes
-
peds (NPCs)
- peds are now spawned around the map
- they have AI behaviors: can walk around, be recruited by player (follow and protect him), do drive-by, attack player, run away
-
new world loading system
- buildings are now properly loaded and displayed based on their draw distance
- much higher draw distance allowing player to see much larger part of the world
-
day-time system
- in-game clock with day/night cycle
- sun changes it's position and intensity based on current time, giving different shadows
- objects are now correctly displayed based on whether it is day or night (TOBJ objects)
-
lights
- lights implemented as 2d effects
- traffic lights implemented
-
night colors
- objects are drawn with night colors (this gives lighting effect during the night) - this is so called "per-vertex baked lighting"
-
added player names
-
implemented infinite water (water around the map)
Full changelog
-
new world loading system
-
day-time system
-
lights
-
night colors
-
remove OutOfRangeDestroyer from vehicle, and destroy vehicle if it falls below the map
-
don't save setting if it's equal to default value and it's not saved already
-
changed angle of Sun around Y axis
-
if there is only 1 player, always spawn him on the same place - no randomization
-
merged water meshes into one
-
don't load water in headless mode
-
added player names
-
implemented infinite water (water around the map)
-
imported paths
-
peds (NPCs)
-
added "enemy" command which spawns ped with a weapon who attacks the invoker of command
-
peds are spawned right above the ground, so they are not falling after being spawned
-
smoothed out drive-by animation changing, and exiting from drive-by state
-
healthbar above peds is only shown for small time interval after ped is damaged
-
removed anim group file paths from config file - this also fixed bug with il2cpp
-
change Android target to Android 9 - fixes problem with permissions