userIan Hendersoncancel

4,144 Commits over 701 Days - 0.25cph!

Yesterday
Fix steering and gas pedal hallucinations
Yesterday
Allow full stop in seek state
Yesterday
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
Yesterday
Use 2D Distance instead Compile fix
Yesterday
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
Yesterday
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
Yesterday
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
Yesterday
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
Yesterday
Refactored obstacle avoidance logic into its own file
Yesterday
Better abstracted targetting, so we can test better
2 Days Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
3 Days Ago
When changing into wait state then take the foot off the throttle
3 Days Ago
Compile fixes
3 Days Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
3 Days Ago
Compile fixes
3 Days Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
3 Days Ago
naval_update -> scientist_boat_ai
4 Days Ago
gifted_bag_tugboat_pickup -> main
4 Days Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
4 Days Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
4 Days Ago
naval_update -> scientist_boat_ai
4 Days Ago
main -> naval_update
4 Days Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
4 Days Ago
Merge fixes
4 Days Ago
main -> facepunch_assert
4 Days Ago
Bug fixes, general cleanup
4 Days Ago
Assert throws exceptions Check wont print anything - just returns state
4 Days Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
4 Days Ago
Compile fixes
4 Days Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
4 Days Ago
main -> facepunch_assert
4 Days Ago
full_drone_marketplace_fix -> main
4 Days Ago
flex_layout_manager_spam -> main
4 Days Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
4 Days Ago
missed files
4 Days Ago
assembly definition if i end up convinced to pull this to main
4 Days Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
4 Days Ago
compile_simulator_unused_variables -> main
4 Days Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
4 Days Ago
syncvar_crosssave_fix -> main
4 Days Ago
Ensure Autosync sets the field value on the server as well as the client
4 Days Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
4 Days Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
4 Days Ago
Integrate ZLinq instead
5 Days Ago
menu_vids -> main
5 Days Ago
More changes to ensure videos dont play on the home page
5 Days Ago
linq_optimisations -> main
5 Days Ago
main -> linq_optimisations
9 Days Ago
Simplify prioritize premium sorting - works way better than it did before
9 Days Ago
Cleanup