in0finite
in0finite
Implement better water rendering, with higher quality water, reflections, refractions, etc ... Also add underwater rendering, with blurried screen and blue color.
Migrate from `Animation` component to `Animator` component. `Animation` component has been deprecated a long time ago. Detect when skeleton is updated by `Animator`, and right after that apply custom skeleton...
Most of the stuff is done. What's left to do: - ped has to collide twice with first and second enexes in order for collision to be processed - maybe...
Implement water physics - water should push all bodies that touch it. Some bodies will float on top, some will sink down. Each vehicle has percentage submerged defined in data...
Bike is a special type of vehicle. They need separate game logic: - they have 2 wheels - their entering/exiting/sitting animations are different - drive-by is different - steering left/right...
Make sound loading async - sound should be loaded in background thread. `Vehicle.Update()` can take up to 120 ms (on my machine, on average machine it will take maybe 2x-3x...
Implement car engine sound. Sound loading already works, use `AudioManager.CreateAudioClipFromSfx()` to load sounds. When vehicle is created (eg. in `Vehicle.Start()`), load it's engine sound. Make sure to cache loaded sounds...
Pickups should be static map objects. They should detect collision with peds, and allow peds to pick them up. Probably limit this to players' peds only. Collision detection can be...
When your OS language is set to some specific language, the world objects can not be loaded. Only water is shown, and player's ped will keep falling and resetting back...