4,657 Commits over 762 Days - 0.25cph!
scientist_boat_ai_improvements_3 -> naval_update
Fixed the AI Boat triggers on the oilrigs. S2P
scientist_boats_improvements_3 -> naval_update
Pull towards the centre the further out the boats are in the deepsea
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4
- S2P
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other)
- Less attempts to reverse when we can just go forward
scientist_boat_ai_improvements_3 -> naval_update
scientist_boat_ai_improvements -> naval_update
- Better AI attacking turret distance checks
- Better turret DOT checks
- Ensure when leaving a state the correct target is cleared
- Fixed a bug when leaving RAM states
- More debug logs
- Ensure when leaving seek state that we clear active target
- Rewrite and cleanup of pursue behaviour
- Multiple NRE fixes
- Better print outs
- Wrap floating cities in the same avoidance triggers as Oilrig
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles
- Wrapped Oilrig
- Wrapped Large Oilrig
- Better 'get' and 'give up' targetting detection
- Fixed target claiming possibly happening on the same boat thats trying to get rid of the target
- Standardised check system
- Applyed it across all targetting logic
Add proper null check when dismounting weapon seats
- Apply head animations to be in reference to the starting head position/rotation
- Added a script to convert skinned mesh renderers to mesh renderers
- Parking these extra changes right now (for a few days)
Ensure the wind turbine transmission also rotates.
Rotates in the opposite clock direction (as it would in real life)
main -> unskinned_windmill
Fix broken diving goggles
Head animation system for turrets
Reloading turret starts head anim
Crappy test animation
Disable leg animator to stop hand IKs going crazy
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
Enable arms on both turret seats
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heavy_helmet_overlay_fix -> main
Fix binoculars + the heavy helmet from rendering weird
menu_bootstrap_change -> main
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
building_planner_viewmodel -> main
wrong branch! Merge to building_planner_viewmodel
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
main -> building_planner_viewmodel
main -> building_planner_viewmodel
vehicle_ui_sidecar -> main