5,085 Commits over 792 Days - 0.27cph!
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak
- Constantly face to correct target
- If not being controlled turn off client idle tick
Ensure a turned off turret won't try to predict movement on the clientside
Run rotate at 10hz rather than 20hz.
Run send aim direction at 10hz rather than 20hz.
Run look for targets at 5hz rather than 10hz.
main -> autoturret_improvements
Revert
140177 - needs more investigation
boat_ai_boxing_fix -> main
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
main -> boat_ai_boxing_fix
notification_custom_link_support -> main
Allow external/internal arguments to be passed
Can now create notifications with custom links
syncvar_autosave_trimming -> main
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars
Wasn't an issue before but we are getting more and more syncvars so its worth it now
auto_populate_entitylist -> main
auto_populate_entitylist -> main
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label.
For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran
Just keeping this to doors just now for testing
quick_craft_improvements -> main
- Made both convars 'Saved'
- Enusre memu points to the right one
- Codegen
main -> quick_craft_improvements
- Improved steering all around
- Removed the jiggle
- Increased far point distance
- Allowed 0 movement to be a valid case for the context direction
- Gas pedal forces 0 with a 0 movement direction
Scientist Boats: Add hysteresis to the gas pedal. Boats will only reverse provided the dot direction is high enough and the flip gate is open
boatai_boxing_fix -> main
Implement IEquatable to bypass the ::Equals usage (when adding to a set)
quick_craft_improvements -> main
Dont downcast list type when passing as an argument
Fixed menu slider being set to an integer value (now float)
Menu scene changes (missed file)
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on
- Fixed the favouriting button not working (include it in the hash calculations)
- Adjusted menu setting
Reintroduced inventory.quickcraftdelay
This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks.
Added a menu item, so its adjustable not just with a convar
main -> quick_craft_improvements
Split Autoturret into multiple work queues:
Ammo,
Scan,
Tick
Keep Aiming/Rotating code in the 66hz loop
Move TargetAquisition/Thinking/Firing to a 10hz work queue scheduling loop
Around a 0.3ms in improvement (in spikes) on idle with 500 turrets.
Split off autoturret ammo updating into its own queue
No need to sort rays - we are looping over them all anyway
I'm sure theres some minor concerns with the relevant collider 'usually' being first, but the loop isnt the expensive bit
The scale of the sorting is
Don't need to check peekers if the target isn't a player. Should save us some cycles
main -> autoturret_improvements
Introduce some inaccuracy and bursts when Scientists are firing the mounted weapons on the PT Boat
- Codegen
scientist_boat_ai_inaccuracy -> main
- Setup customizable properties (servervars)
- Codegen
adjust bouyancy pausing step
Set y height to 0 now instead of trying to grab the water level (failing and giving us -16?)
Add a convar for debugging the boat ai flipping eject
- Codegen
main -> mountplayersync_ai_bypass
missing_script_errors -> main
Remove Phrases.asset - unused
Decreasse Scientist RHIB AI HP by 40%