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4,769 Commits over 762 Days - 0.26cph!

2 Months Ago
RHIB throttle animation can now support left or right side PT boat requires right sided throttle animation
2 Months Ago
scientist_boat_ai -> naval_update
2 Months Ago
More Waterworld map obstacles
2 Months Ago
Remove resolution field - not used Standard RHIB cleanup
2 Months Ago
Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
2 Months Ago
Cleanup, compile errors
2 Months Ago
Seek out targets that attack us eg if you're attacked by someone then set them as the target
2 Months Ago
Codegen
2 Months Ago
Add ai data to all rhibs
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
2 Months Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
2 Months Ago
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)
2 Months Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
2 Months Ago
PT_Boat -> naval_update
2 Months Ago
Another fresh attempt at new avoidance logic
2 Months Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
2 Months Ago
Manifest
2 Months Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
2 Months 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
2 Months Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
Fixed problematic range mapping
2 Months Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
2 Months Ago
Force a reverse of at least x seconds
2 Months Ago
Fix steering and gas pedal hallucinations
2 Months Ago
Allow full stop in seek state
2 Months Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
2 Months Ago
Use 2D Distance instead Compile fix
2 Months Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
2 Months Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
2 Months Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
2 Months Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
2 Months Ago
Refactored obstacle avoidance logic into its own file
2 Months Ago
Better abstracted targetting, so we can test better
2 Months Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
2 Months Ago
When changing into wait state then take the foot off the throttle
2 Months Ago
Compile fixes
2 Months Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
2 Months Ago
Compile fixes
2 Months Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
gifted_bag_tugboat_pickup -> main
2 Months Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
2 Months Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
2 Months Ago
naval_update -> scientist_boat_ai
2 Months Ago
main -> naval_update
2 Months Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
2 Months Ago
Merge fixes
2 Months Ago
main -> facepunch_assert