userIan Hendersoncancel
reporust_rebootcancel

5,161 Commits over 823 Days - 0.26cph!

3 Hours Ago
remove_extra_scientist_weapons -> main
3 Hours Ago
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
3 Hours Ago
boatai_balance_changes -> main
5 Hours Ago
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)
6 Hours Ago
boat_ai_patrol_aggression_fix -> main
6 Hours Ago
Think time 10 seconds -> 5 seconds
6 Hours Ago
boat_ai_patrol_aggression_fix -> main
6 Hours Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
Yesterday
pushing_toast_fix -> main
Yesterday
Remove pushing toast log
Yesterday
cannon_clipping_fix -> main
Yesterday
Apply new cannon values to the camera head animation system
Yesterday
syncvar_inheritance_fix -> main
Yesterday
stopengine_nre -> main
Yesterday
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
Yesterday
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
Yesterday
Subtract merge on 140788
Yesterday
artist_pack_dlc -> artist_dlc_ornate_frames
Yesterday
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)
Yesterday
Properly support inherited SyncVars up to an infinite depth
Yesterday
stay_close_death_fix -> main
Yesterday
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
Yesterday
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
Yesterday
boatai_better_patrol -> main
2 Days Ago
Fix the values so they can orbit smoothly
2 Days Ago
Fix some minor bugs with the new orbit state. Still needs some more work
2 Days Ago
Extra debugging Simplify the state Increase radius
2 Days Ago
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
2 Days Ago
boatai_avoid_trigger_fix -> main
2 Days Ago
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
3 Days Ago
50cal_fullammo_spawn -> main
3 Days Ago
Ensure 50 cal turrets start with max ammo
3 Days Ago
rhib_passenger_light_fix -> main
3 Days Ago
NRE fix
3 Days Ago
Ensure only drivers can toggle RHIB lights
3 Days Ago
boat_planner_new_icons -> main
3 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
3 Days Ago
main -> naval_update
3 Days Ago
deepsea_disable_drone -> main
3 Days Ago
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
3 Days Ago
boatai_cleartarget_fix -> main
3 Days Ago
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.
3 Days Ago
boatai_clartarget_fix -> main
3 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
6 Days Ago
boatai_targeting_bugs -> main
6 Days Ago
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
6 Days Ago
Fix NRE
6 Days Ago
autoturret_improvements -> main
6 Days Ago
autoturret_improvements -> main
6 Days Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby