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4,772 Commits over 762 Days - 0.26cph!

13 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
13 Days Ago
Reorient the front point pivot
13 Days Ago
Fixed position offset on the front turret
13 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
14 Days Ago
turret_head_animations -> naval_update
14 Days Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
14 Days Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
14 Days Ago
Yaw needs to be set as well due to where our animation starts
14 Days Ago
Actually set the pitch values to prevent them trying to continue where they left off
14 Days Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
14 Days Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
14 Days Ago
naval_update -> turret_head_animations
14 Days Ago
scientist_boats_ai_improvements_3 -> naval_update
14 Days Ago
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
14 Days Ago
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
15 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
15 Days Ago
Fixed the AI Boat triggers on the oilrigs. S2P
15 Days Ago
scientist_boats_improvements_3 -> naval_update
15 Days Ago
Pull towards the centre the further out the boats are in the deepsea
15 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
15 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
15 Days Ago
naval_update -> scientist_boat_ai_improvements_3
15 Days Ago
turret_head_animations -> naval_update
15 Days Ago
Adjust rhib scientists HP
15 Days Ago
More oil rig boat ai avoidance layer adjustments
15 Days Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
16 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
16 Days Ago
16 Days Ago
scientist_boat_ai_improvements -> naval_update
16 Days Ago
- Better AI attacking turret distance checks - Better turret DOT checks
16 Days Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
16 Days Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
16 Days Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
16 Days Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
16 Days Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
16 Days Ago
Add proper null check when dismounting weapon seats
16 Days Ago
Predict reload syncvar
16 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
16 Days Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
16 Days Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
16 Days Ago
main -> unskinned_windmill
16 Days Ago
Fix broken diving goggles
19 Days Ago
Added front controllers
19 Days Ago
minor tweaks
19 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
19 Days Ago
More leg fixes
19 Days Ago
Disable leg animator to stop hand IKs going crazy
19 Days Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
19 Days Ago
Enable arms on both turret seats
19 Days Ago
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