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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
Yesterday
scientist_boat_ai_improvements_3 -> naval_update
Yesterday
scientist_boat_ai_improvements -> naval_update
Yesterday
- Better AI attacking turret distance checks - Better turret DOT checks
Yesterday
- 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
Yesterday
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
Yesterday
- Wrap floating cities in the same avoidance triggers as Oilrig
Yesterday
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
Yesterday
- 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
Yesterday
Add proper null check when dismounting weapon seats
Yesterday
Predict reload syncvar
Yesterday
- Apply head animations to be in reference to the starting head position/rotation
Yesterday
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
Yesterday
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
Yesterday
main -> unskinned_windmill
Yesterday
Fix broken diving goggles
5 Days Ago
Added front controllers
5 Days Ago
minor tweaks
5 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
5 Days Ago
More leg fixes
5 Days Ago
Disable leg animator to stop hand IKs going crazy
5 Days Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
5 Days Ago
Enable arms on both turret seats
5 Days Ago
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6 Days Ago
heavy_helmet_overlay_fix -> main
6 Days Ago
Fix binoculars + the heavy helmet from rendering weird
6 Days Ago
menu_bootstrap_change -> main
6 Days Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
6 Days Ago
building_planner_viewmodel -> main
6 Days Ago
Remove planner viewmodel
6 Days Ago
wrong branch! Merge to building_planner_viewmodel
6 Days Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
6 Days Ago
main -> building_planner_viewmodel
6 Days Ago
main -> building_planner_viewmodel
6 Days Ago
vehicle_ui_sidecar -> main