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5,036 Commits over 792 Days - 0.26cph!

3 Months Ago
browser_scroll_bug_fix -> main
3 Months Ago
Some more changes to try and get browser scrollview to work properly
3 Months Ago
hurt_overlay_nvg_fix -> main
3 Months Ago
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
3 Months Ago
test_generator_more_snapping_fixes -> main
3 Months Ago
Fix weird collider on test generator Fix weird deploy volumes on test generator
3 Months Ago
more_video_optims -> main
3 Months Ago
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
3 Months Ago
Only load in the shockbyte modal when we need it, not at initialisation
3 Months Ago
pt_boat_gameplay -> naval_update
3 Months Ago
We are moving! Fuel storage Item storage
3 Months Ago
Adjust water plane points for PID
3 Months Ago
Fix engine access Place mount points properly
3 Months Ago
Added working compass to the PT Boat Fix error on the RHIB Visuals (happens when added to a PT Boat)
3 Months Ago
Add AI support to the new PT Boat
3 Months Ago
Higher HP than RHIB Slower than RHIB Setup test item
3 Months Ago
Engine speed adjustments Setup dual propellers
3 Months Ago
RHIB throttle animation can now support left or right side PT boat requires right sided throttle animation
3 Months Ago
scientist_boat_ai -> naval_update
3 Months Ago
More Waterworld map obstacles
3 Months Ago
Remove resolution field - not used Standard RHIB cleanup
3 Months Ago
Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
3 Months Ago
Cleanup, compile errors
3 Months Ago
Seek out targets that attack us eg if you're attacked by someone then set them as the target
3 Months Ago
Codegen
3 Months Ago
Add ai data to all rhibs
3 Months Ago
naval_update -> scientist_boat_ai
3 Months Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
3 Months Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
3 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)
3 Months Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
3 Months Ago
PT_Boat -> naval_update
3 Months Ago
Another fresh attempt at new avoidance logic
3 Months Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
3 Months Ago
Manifest
3 Months Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
3 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
3 Months Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
3 Months Ago
naval_update -> scientist_boat_ai
3 Months Ago
Fixed problematic range mapping
3 Months Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
3 Months Ago
Force a reverse of at least x seconds
3 Months Ago
Fix steering and gas pedal hallucinations
3 Months Ago
Allow full stop in seek state
3 Months Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
3 Months Ago
Use 2D Distance instead Compile fix
3 Months Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
3 Months Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
3 Months Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
3 Months Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore