5,161 Commits over 823 Days - 0.26cph!
remove_extra_scientist_weapons -> main
Remove unused weapons on boat scientists.
This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists.
Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
boatai_balance_changes -> main
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
boat_ai_patrol_aggression_fix -> main
Think time 10 seconds -> 5 seconds
boat_ai_patrol_aggression_fix -> main
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
pushing_toast_fix -> main
cannon_clipping_fix -> main
Apply new cannon values to the camera head animation system
syncvar_inheritance_fix -> main
- Prevent stopping the engine from throwing an nre when wiping the deepsea
- Remove a dumb log
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
artist_pack_dlc -> artist_dlc_ornate_frames
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
Properly support inherited SyncVars up to an infinite depth
stay_close_death_fix -> main
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
- Ensure target is cleared on ai death
- Fix Exit state being used in the wrong places, leaving AI without a state at all
boatai_better_patrol -> main
Fix the values so they can orbit smoothly
Fix some minor bugs with the new orbit state. Still needs some more work
Extra debugging
Simplify the state
Increase radius
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked:
- AI boats will move towards the target
- Reach a specific point then begin patroling around the target
- Try and maintain group cohesion
boatai_avoid_trigger_fix -> main
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers
Turn off boat ai state sleeping
Helps make them way better behaviourly and since everything is budgetted it looks fine
50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
Ensure only drivers can toggle RHIB lights
boat_planner_new_icons -> main
Add Lewis's new icons for Boat Building Parts:
- Low Wall Barrier
- Low Cannon Wall
- Low Wall
deepsea_disable_drone -> main
Stop players from being able to attempt to buy from vending machines in the Deepsea
This was allowed before - resulting in drones getting stuck at the border
boatai_cleartarget_fix -> main
Fix second entry point for a recursive AI state in OnTargetClaimAvailable
Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
boatai_clartarget_fix -> main
Only let the claimant boat give up the target.
Behaviour isn't as good but prevents the recursive nature of forwarding claims.
boatai_targeting_bugs -> main
Fix various Boat AI Targeting bugs including:
- Boats not properly capturing targets whilst on boats/other things
- Boats not properly releasing targets whilst sleeping/no players nearby
- Boats not engaging with targets in certain circumstances
- Not releasing a target if that target went to the deepsea whilst being targetting in the main world
autoturret_improvements -> main
autoturret_improvements -> main
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby