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6,251 Commits over 1,035 Days - 0.25cph!

9 Months Ago
9 Months Ago
scientist_boat_ai_improvements -> naval_update
9 Months Ago
- Better AI attacking turret distance checks - Better turret DOT checks
9 Months 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
9 Months Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
9 Months Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
9 Months Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
9 Months 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
9 Months Ago
Add proper null check when dismounting weapon seats
9 Months Ago
Predict reload syncvar
9 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
9 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
9 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
9 Months Ago
main -> unskinned_windmill
9 Months Ago
Fix broken diving goggles
10 Months Ago
Added front controllers
10 Months Ago
minor tweaks
10 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
10 Months Ago
More leg fixes
10 Months Ago
Disable leg animator to stop hand IKs going crazy
10 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
10 Months Ago
Enable arms on both turret seats
10 Months Ago
heavy_helmet_overlay_fix -> main
10 Months Ago
Fix binoculars + the heavy helmet from rendering weird
10 Months Ago
menu_bootstrap_change -> main
10 Months Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
10 Months Ago
building_planner_viewmodel -> main
10 Months Ago
Remove planner viewmodel
10 Months Ago
wrong branch! Merge to building_planner_viewmodel
10 Months Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
10 Months Ago
main -> building_planner_viewmodel
10 Months Ago
main -> building_planner_viewmodel
10 Months Ago
vehicle_ui_sidecar -> main
10 Months Ago
Make sure the sidecar is added to the f1 vehicle menu, it was missing
10 Months Ago
vendor_drone_accessibility -> main
10 Months Ago
clean up the ui icon
10 Months Ago
main -> drone_accessibility
10 Months Ago
10 Months Ago
compile fixes
10 Months Ago
turret_viewmodel -> naval_update
10 Months Ago
Turn off viewmodel for now
10 Months Ago
comments
10 Months Ago
vendor_ui_drone_accesibility -> main
10 Months Ago
more stomped map fixes
10 Months Ago
Fixed broken drone phrase
10 Months Ago
Rverted a bunch of the stomped drone changes
10 Months Ago
Fix merge conflicts
10 Months Ago
main -> vendor_ui_drone_accessibility
10 Months Ago
Fix prediction NRE for NPCVendingMachines
10 Months Ago
Fix reload/attack animation playing for the local player from a worldmodel perspective provided we have a viewmodel