userIan Hendersoncancel

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

1 Year Ago
Fix boken avoidance logic after our move to jobs
1 Year Ago
boat_ai_optimisations -> naval_update
1 Year Ago
boat_ai_optimisations_2 -> naval_update
1 Year Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
1 Year Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
1 Year Ago
boat_ai_optimisations -> naval_update
1 Year Ago
Fix notification 'red bubble' not appearing when we have unread notifications on launch
1 Year Ago
Fix twitch drop background NRE
1 Year Ago
fix_dumb_name -> naval_update
1 Year Ago
Rename 'Mouted' to 'Mounted'
1 Year Ago
Move useable by turret check to the serverside
1 Year Ago
Compile fixes
1 Year Ago
Lower wander strength to stop them running into walls
1 Year Ago
New avoidance update interval convar Codegen
1 Year Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
1 Year Ago
Seperate physics queries from the avoidance logic itself Use cached physics results for a few frames instead of having to request fresh data every cycle
1 Year Ago
Swap all of the raycasting to run on jobs via RaycastCommands
1 Year Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
1 Year Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
1 Year Ago
naval_update/gun_turret -> naval_update
1 Year Ago
Manifest Codegen
1 Year Ago
naval_update -> gun_turret
1 Year Ago
Apply changes to default prefab
1 Year Ago
Make turret entity invinsible Position changes
1 Year Ago
Rename internall turret seat Move aim position Manifest
1 Year Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
1 Year Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
1 Year Ago
Fix more rotation issues, offset the parent correctly
1 Year Ago
Point guns in the correct direction
1 Year Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
1 Year Ago
New 50 cal bounds
1 Year Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
1 Year Ago
Fix bone name collisions with my crappy year old tool
1 Year Ago
Further pivot point and spawn point refinements
1 Year Ago
Make an actual item for the 50cal turret rather than using an m249
1 Year Ago
naval_update -> naval_update/gun_turret
1 Year Ago
extend_menu_loadingscreen -> main
1 Year Ago
logs
1 Year Ago
extend_menu_loadingscreen -> main
1 Year Ago
Add 'finalising' step to the main menu loading screen (only the very first one), this masks any final extra processing steps that are required and helps shield the user from a bad stutter We were showing the menu slightly too early before processing was fully complete
1 Year Ago
prioritise_premium_community_2 -> main
1 Year Ago
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
1 Year Ago
twitch_modal_dash_support -> main
1 Year Ago
Support loading twitch drop campaign image from the dash Load when first starting up the menu
1 Year Ago
server_browser_budgeting -> main
1 Year Ago
Use a stopwatch to check how long we are taking on the current ServerCacheQuery batch, if over 2ms then yield for the next frame, or continuously allow processing up to 50 elements per time This (in reality) results in a constant overhead of 4ms until the results are processed rather than a single lag spike. I think its better and can be tuned a bit more in future by just upping the budget By the time you've click the server browser a few seconds have passed and most of the queue is empty anyway
1 Year Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay
1 Year Ago
Do the mode parsing inside the ServerInfo single loop itself. This saves us around 15% of total ms cost per server info constructor creation Ends up saving around 14ms~ when creating a batch of 500 ServerInfos
1 Year Ago
Fix all of the weird rotation issues