4,188 Commits over 701 Days - 0.25cph!
powered_water_purifier_pickup_fix -> main
Fixed not being able to pickup the powered water purifier even when its empty
browser_scroll_bug_fix -> main
Some more changes to try and get browser scrollview to work properly
hurt_overlay_nvg_fix -> main
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
test_generator_more_snapping_fixes -> main
Fix weird collider on test generator
Fix weird deploy volumes on test generator
more_video_optims -> main
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
Only load in the shockbyte modal when we need it, not at initialisation
pt_boat_gameplay -> naval_update
We are moving!
Fuel storage
Item storage
Adjust water plane points for PID
Fix engine access
Place mount points properly
Added working compass to the PT Boat
Fix error on the RHIB Visuals (happens when added to a PT Boat)
Add AI support to the new PT Boat
Higher HP than RHIB
Slower than RHIB
Setup test item
Engine speed adjustments
Setup dual propellers
RHIB throttle animation can now support left or right side
PT boat requires right sided throttle animation
scientist_boat_ai -> naval_update
More Waterworld map obstacles
Remove resolution field - not used
Standard RHIB cleanup
Rewrite steer force system again (third times the charm)
Boat position is merged with desired directional point before application
Manifest
Seek out targets that attack us eg if you're attacked by someone then set them as the target
naval_update -> scientist_boat_ai
Balancing forces like a fckn seesaw
Target takes priority
Avoidance is second unless its too close
Wander forces as third
Fix getting stuck in the wander state if we exit seek without reaching our target
Better navigation through smaller pathways (obstacles on left and right) but clear ahead
Only handle the reverse case if the front is blocked (not the sides)
Just used lock steering - players do this anyway
Better steering tangent calculations (prevents slamming headfirst into walls as much)
Another fresh attempt at new avoidance logic
Can attach boat AI to an existing RHIB
Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
Boats can now stay close or stay at a distance to a target:
Opens up the ability for single boats to engage closly with the group staying a bit away
Refactor targetting checks into Check class
Dont target fresh players:
Onland
In helicopters
Too far above us
naval_update -> scientist_boat_ai
Fixed problematic range mapping
ignore obstacle logic running when the desired pedal is meant to be around 0
Force a reverse of at least x seconds
Fix steering and gas pedal hallucinations
Allow full stop in seek state
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
Use 2D Distance instead
Compile fix
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight