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6,857 Commits over 1,096 Days - 0.26cph!

12 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
12 Months Ago
Fixed the AI Boat triggers on the oilrigs. S2P
12 Months Ago
scientist_boats_improvements_3 -> naval_update
12 Months Ago
Pull towards the centre the further out the boats are in the deepsea
12 Months Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
12 Months Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
12 Months Ago
naval_update -> scientist_boat_ai_improvements_3
12 Months Ago
turret_head_animations -> naval_update
12 Months Ago
Adjust rhib scientists HP
12 Months Ago
More oil rig boat ai avoidance layer adjustments
12 Months Ago
- 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
12 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
12 Months Ago
12 Months Ago
scientist_boat_ai_improvements -> naval_update
12 Months Ago
- Better AI attacking turret distance checks - Better turret DOT checks
12 Months Ago
- 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
12 Months Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
12 Months Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
12 Months Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
12 Months Ago
- 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
12 Months Ago
Add proper null check when dismounting weapon seats
12 Months Ago
Predict reload syncvar
12 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
12 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
12 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
12 Months Ago
main -> unskinned_windmill
12 Months Ago
Fix broken diving goggles
12 Months Ago
Added front controllers
12 Months Ago
minor tweaks
12 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
12 Months Ago
More leg fixes
12 Months Ago
Disable leg animator to stop hand IKs going crazy
12 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
12 Months Ago
Enable arms on both turret seats
12 Months Ago
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12 Months Ago
heavy_helmet_overlay_fix -> main
12 Months Ago
Fix binoculars + the heavy helmet from rendering weird
12 Months Ago
menu_bootstrap_change -> main
12 Months Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
12 Months Ago
building_planner_viewmodel -> main
12 Months Ago
Remove planner viewmodel
12 Months Ago
wrong branch! Merge to building_planner_viewmodel
12 Months Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
12 Months Ago
main -> building_planner_viewmodel
12 Months Ago
main -> building_planner_viewmodel
12 Months Ago
vehicle_ui_sidecar -> main