userIan Hendersoncancel
reporust_rebootcancel

5,834 Commits over 943 Days - 0.26cph!

4 Months 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
4 Months Ago
boatai_avoid_trigger_fix -> main
4 Months 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
4 Months Ago
50cal_fullammo_spawn -> main
4 Months Ago
Ensure 50 cal turrets start with max ammo
4 Months Ago
rhib_passenger_light_fix -> main
4 Months Ago
NRE fix
4 Months Ago
Ensure only drivers can toggle RHIB lights
4 Months Ago
boat_planner_new_icons -> main
4 Months Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
4 Months Ago
main -> naval_update
4 Months Ago
deepsea_disable_drone -> main
4 Months 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
4 Months Ago
boatai_cleartarget_fix -> main
4 Months 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.
4 Months Ago
boatai_clartarget_fix -> main
4 Months Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
4 Months Ago
boatai_targeting_bugs -> main
4 Months 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
4 Months Ago
Fix NRE
4 Months Ago
autoturret_improvements -> main
4 Months Ago
autoturret_improvements -> main
4 Months Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
4 Months Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
4 Months Ago
main -> autoturret_improvements
4 Months Ago
turret_ai_dotproduct_fix -> main
4 Months Ago
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
4 Months Ago
boatai_singlegroup_attacks -> main
4 Months Ago
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
4 Months Ago
ptboat_mountedturret_improvements
4 Months Ago
- Fixed dryfire sound not working - Fixed IsReloading flag being set to false too quickly - Fixed ammo phrase compile bug
4 Months Ago
Reimplement 138920 and 138922
4 Months Ago
4 Months Ago
Reimplement 138911 (turret dryfire)
4 Months Ago
boatai_leftover_logs_2 -> main
4 Months Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
4 Months Ago
ballista_mounting_fix -> main
4 Months Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
4 Months Ago
autoturret_improvements -> main (passed unit tests)
4 Months Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
4 Months Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
4 Months Ago
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
4 Months Ago
travelling_vendor_spawn_prechecks -> main
4 Months Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
4 Months Ago
sign_painting_ui_escape -> main
4 Months Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
4 Months Ago
autoturret_improvements -> main
4 Months Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
4 Months Ago
main -> autoturret_improvements
4 Months Ago
- 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