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6,905 Commits over 1,096 Days - 0.26cph!

mainisland_roaming_scientistboats -> main
When a boat’s driver dies another scientist now takes over driving
- 20% chance for scientist rhib to drop a blueprint page - 20% chance for scientist pt boat to drop a blueprint book
Fix leg ik not working on the rear pt boat
- Boats in a group no longer pass a hidden player back and forth forever, they give up 45s after losing sight of him - PT boat turrets look around when they have nothing to shoot at - Roaming boats patrol closer to the coast, min shore distance 100m -> 35m - Fixed killing the roaming boats event leaving behind boats spawned less than a second earlier - Removed a duplicate line of sight check when roaming boats pick a target
main -> mainisland_roaming_scientistboats
boat_targetting_improvements -> main
main -> mainisland_roaming_scientistboats
New targetting system for ai scientists: - Remembers locations of previously lost targets - Auto switches between visible players if it loses its main target - Ai scientists will keep attacking even if the target hides - More stable/fun overall
waterpistol_fix -> main
Fix waterpistol error during manifest generation
Yesterday
boataicoordinate_tryclaim_fix -> main (broken merge last time)
Yesterday
boataicoordinate_tryclaim_fix -> main
Yesterday
Ensure dead drivers dont keep stale HasDriver flags around
Yesterday
boataicoordinate_tryclaim_fix -> main
Yesterday
boat_ai_movement_improvements -> main
Yesterday
workshopskin_warmup_server -> main
Yesterday
repairbench_reskin_stall_fix -> main
Yesterday
radiation_watergun_fix -> main
Yesterday
Fixed the NRE in BoatAICoordination.TryClaimTarget
Yesterday
- Minor code cleanup
Yesterday
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Yesterday
Fixed servers stalling for up to ~200ms when a player crafts a workshop skinned item for the first time after a restart or steam definitions update - The steam item definitions warmup now runs on the server too, it was client only so dedicated servers always read them cold - Also warms WorkshopId, (HasWorkshopSkin reads it for every owned item and each cold read is a native Steamworks call) - Moved SteamItemDefinitionWarmup out of the Client folder 7.81ms -> 0.07ms on first call
Yesterday
Fixed repair bench reskins freezing the server for ~0.7s after a steam item definitions update - Reskinning a redirect back to default or to a workshop skin went through skins2, scanning every steam definition - Now a direct definition lookup, 1275ms -> 0.66ms in editor. Was happening ~95 times a day across official servers
Yesterday
Fix streams in waterguns not being colored for radwater
Yesterday
- Ensure boats spawn on the edge then travel inwards - Code cleanup
Yesterday
Use own custom convar for egress
Yesterday
- 1-2 boat groups will spawn every 5-8 hours (spawn together) - Each individual group gets a random lifetime of 30-60 minutes before egress
Yesterday
Cant take the pt boat out of the deepsea (just like the other boats)
Yesterday
boat_scientists_improvements -> main
Yesterday
Only attempt turns when we can actually see the player
Yesterday
boat_scientist_improvements -> main
Yesterday
- Give up players if you've been chasing them for a while - Pursue for a max set of meters unless that player shoost you
Yesterday
replicated_convar_error_change -> main
Yesterday
item_pool_expansion -> main
Yesterday
sprinkler_fixes -> main
Yesterday
radwater_color_throw_fix -> main
Yesterday
- Swap to another target if the boats main target is obstructed - Otherwise decide to bail if the target has been hidden for a long time
2 Days Ago
If the target is no longer valid then move on to someone we can see, or bail out
2 Days Ago
If none of the crew of a scientist boat can see the target player then turn the boat around so it can face them
2 Days Ago
Swap 'Replicated convar not found on client' to a warning for this patch I previously marked replicated convars as saved, so everyone will get replicated errors the first time they join a staging server as everything regenerates (fine to swap back to an error next patch)
2 Days Ago
Item pool 512 -> 2,048 We really should have a bigger default item pool. We are consistently overflowing it. - Do Remove works in batches - Loot container resets in batches
2 Days Ago
- Fixed sprinklers sometimes skipping splashes when their barrel rechecks its drain - Fixed sprinklers sometimes having a null fuel type for .1 seconds - Fixes radwater tint flicker on circuit and output changes
2 Days Ago
Radwater splashes use green effect variants; sprinklers no longer start with plain water - Viewmodel support - Water gun/pistol support - ParticleSystemTint is no longer an IEffect
2 Days Ago
Merge fixes
2 Days Ago
main -> network_lods (breaking)
4 Days Ago
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4 Days Ago
- Net LODs use 16m position cells for all ranges instead of cached group lists - Set network lods to be off by default - Profiling - Code cleanup
5 Days Ago
Cleaner way for the client to grab lod ring on its side
5 Days Ago
Minor code cleanup