4,935 Commits over 792 Days - 0.26cph!
PT Boat Deepsea now driven properly by AI
pt_boat_gameplay_pass -> naval_update
Fix 50 call turret attachment points after the model changes
naval_update -> pt_boat_gameplay_pass
Take a bit longer to place scientists
This ensures they are mounted on the boat correctly
pt_boat_gameplay_pass -> naval_update
Fixed PT Boat prefab
Cleanup
Scientists now spawning on PTBoat
Initial work to allow the ai to work on the PT Boat
Move the random storage box into the doorway.
You now have to interact with the door to open the pt boat storage
Manifest (again)
gun_turret -> naval_update
naval_update -> gun_turret
Working rear turret. Aiming is still ugly
Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes)
Manifest
Add correct components to rear turret
Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle
Initial rear turret setup
Setup right entities
Setup prefab variants
naval_update -> gun_turret (missed files)
naval_update -> gun_turret
server_refresh_budgeting_adjustments -> main
Increase server processing budgeting up to 200 per frame
Remove stop watch limitation
BaseMountable compile fixes
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar
Codegen
scientist_rhib_gameplay_pass_2 -> naval_update
Make the PT boat turret immortal for good measure
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
boat_ai_optimisations_2 -> naval_update
Increase interest intensity
Fix boken avoidance logic after our move to jobs
boat_ai_optimisations -> naval_update
boat_ai_optimisations_2 -> naval_update
Light sleeping:
- wake boats up occasionally to wander around
- wake, wander a bait then go back to sleep
Added sleepy system to boats
Boats will sleep when the lose all targets and have lost them for x seconds
boat_ai_optimisations -> naval_update
Fix notification 'red bubble' not appearing when we have unread notifications on launch
Fix twitch drop background NRE
fix_dumb_name -> naval_update
Rename 'Mouted' to 'Mounted'
Move useable by turret check to the serverside
Lower wander strength to stop them running into walls
New avoidance update interval convar
Codegen
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
Seperate physics queries from the avoidance logic itself
Use cached physics results for a few frames instead of having to request fresh data every cycle
Swap all of the raycasting to run on jobs via RaycastCommands
Drop context resolution 12 -> 8
Still gives us plenty of data but saves 4 rays
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread
Run every 100ms rather than every frame
naval_update/gun_turret -> naval_update