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5,082 Commits over 792 Days - 0.27cph!

3 Months Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
3 Months Ago
Much better near and far distances when dealing with the boat coordinator Debugging
3 Months Ago
Connect to the coordinator on init and leave on remove When you find a target that you want - register it as yours, this prevents other boats from taking it
3 Months Ago
Boat coordination system setup Provides an avenue for boats to claim/unclaim targets, this prevents lots of boats from dogpilling on a single target
3 Months Ago
Compile errors
3 Months Ago
If driver is killed - totally remove AI Make RHIB scientists much weaker than regular scientists
3 Months Ago
Add more profiling
3 Months Ago
Prevent overcorrection when approaching targets Put debug drawing behind a variable Move constants to BoatAI.Data Prevent Reserializing fields when changing symbols
3 Months Ago
Apply blurring over the whole context space to try and prevent oscillations between very similar states Use scoring for picking context directions rather than lowest danger weighting
3 Months Ago
3 Months Ago
Prevent boats from jiggling once they reach their target position Codegen
3 Months Ago
metabolism_fast_fix -> main
3 Months Ago
Attempted fix for metabolism ticking too fast Swapped over to a double rather than a float
3 Months Ago
scientist_boat_ai -> naval_update
3 Months Ago
Apply shelf 11387 for Flavien
3 Months Ago
Remove logs Add back avoidance
3 Months Ago
Finally! Working 360 degree avoidance (sixth attempt at avoidance, seems to be the final version!) Stop NPCs on the boat from being targetted as enemies (boat would drive around in circles trying to get close to a passenger) Fix Y values screwing up our targetting vector logic Obstacle system was transforming direction when it didnt need to
3 Months Ago
Ensure a full 360 degrees of directions are generated
3 Months Ago
Add proper support for reversing - use the dot product to determine when behind Fix a bunch of incorrect vector space translations More debugging
3 Months Ago
Clamp danger values Local to world (not the other way around)
3 Months Ago
Increase context resolution Harder steering over lower values
3 Months Ago
Rip out the old boat ai steering behaviour and fully replace it with a context driven version| Retain a map of interest and danger that correlates to a fixed set of directions around the boat Weight everything up and take the path of most interest + least danger
3 Months Ago
naval_update -> scientist_boat_ai
3 Months Ago
Better spacing values Disable RHIBs spawning in the deepsea for now
3 Months Ago
Messing with deepsea values
3 Months Ago
Manifest
3 Months Ago
Added AI RHIBs to the deep sea Codegen General cleanup
3 Months Ago
Deep sea specific RHIB prefab
3 Months Ago
Stop the boat driving if the driver gets doinked
3 Months Ago
Driver no longer has a gun out
3 Months Ago
Reduce number of feelers Prioritise forward direction Try to avoid flicking between similar directions
3 Months Ago
Fifth attempt at avoidance logic
3 Months Ago
Fix broken bounds on the rhib storage drybox
3 Months Ago
Remove mounting debug code
3 Months Ago
Setup RHIB specific scientists Fix bounds on the new RHIB (actually play impact effects) Manifest
3 Months Ago
Add support for spawning the new scientists, but lets stay with the old ones for now
3 Months Ago
Swap avoidance Physics.Spherecast to GamePhysics.TraceAllUnordered, should be a bit more reliable Further simplification to avoidance code, not 100% sold on it so im commenting out for now
3 Months Ago
Allow head look (lets the scientists actually target things) whilst they are on the boat
3 Months Ago
Actually fill the RHIB with scientists when you attach
3 Months Ago
naval_update -> scientist_boat_ai
3 Months Ago
browser_scrollview_fix_2 -> main
3 Months Ago
Try togling the categories to fix only 4 entries showing up - seems to be a valid fix in actual build
3 Months Ago
neck_stuck_debug -> main
3 Months Ago
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
3 Months Ago
powered_water_purifier_pickup_fix -> main
3 Months Ago
Fixed not being able to pickup the powered water purifier even when its empty
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.