- removed CHECK_ANIMATOR_PARAMETERS and SHOW_PARAMETER_WARNINGS - unity will show these warning anyway and it just clutter and a performance hog
- implemented player strafing and rotating towards current primary target for easier hitting - auto aim lock.
- implemented manual lock on target - lock onto the blue outlined enemy. When locked player will strafe around enemy ( combat mode )
- add additional combat locomotion clips field which change strafing ( combat ) clips.
- implemented Photon networking
-- when using photon , items, guard zones, npcs must have unique names
- added component ManagerOfItems which keeps track of all items in game and creates/deletes it when traversing scenes to remember when item is taken and dropped.
- Changed way of traversion scenes. Now player is tagged with DontDestroyOnLoad - much more efficient, but downside is that ThirdPerson and TopDown players cannot be used in single game - its one or the other.
- now TransitionManager always gets created ( not bool variable in SceneControl script )
- if start scene if left empty - starting scene will be the first scene upon starting game.
- to use scene traversion - do not drag player to used scenes. Apply player prefab to start scene SceneControl script and apply spawn point. Player will not be destroyed on traversing scenes.
- add set camera position method ( fixed positionCameraBehind() ).
- added AddAnimation - TakHit for easier add of take hit / block hit animations
- changed all physics raycastall/ spherecastall methods to non alloc versions
- added bow aim, draw, release, locomotion, strafe override animations ( like other weapons ) - only using strafe-idle as default.
- changed challenger model to be made of single mesh
- added CrossfadeEvent that can be placed in model importer. There is an exmple on generic npc.It does not use ragdoll so using CrossfadeEvent to get up from ground.
NOTE: if not using photon, DO NOT add PHOTON define.