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4,188 Commits over 701 Days - 0.25cph!

1 Hour Ago
powered_water_purifier_pickup_fix -> main
1 Hour Ago
Fixed not being able to pickup the powered water purifier even when its empty
2 Hours Ago
browser_scroll_bug_fix -> main
2 Hours Ago
Some more changes to try and get browser scrollview to work properly
4 Hours Ago
hurt_overlay_nvg_fix -> main
4 Hours Ago
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.
4 Hours Ago
test_generator_more_snapping_fixes -> main
4 Hours Ago
Fix weird collider on test generator Fix weird deploy volumes on test generator
5 Hours Ago
more_video_optims -> main
5 Hours Ago
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
5 Hours Ago
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
Cleanup, compile errors
Seek out targets that attack us eg if you're attacked by someone then set them as the target
Add ai data to all rhibs
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
Yesterday
Fix getting stuck in the wander state if we exit seek without reaching our target
Yesterday
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)
Yesterday
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
Yesterday
PT_Boat -> naval_update
Yesterday
Another fresh attempt at new avoidance logic
2 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
2 Days Ago
Manifest
3 Days Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
3 Days Ago
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
3 Days Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
3 Days Ago
naval_update -> scientist_boat_ai
3 Days Ago
Fixed problematic range mapping
3 Days Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
3 Days Ago
Force a reverse of at least x seconds
6 Days Ago
Fix steering and gas pedal hallucinations
6 Days Ago
Allow full stop in seek state
6 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
6 Days Ago
Use 2D Distance instead Compile fix
6 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
6 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight