5,356 Commits over 854 Days - 0.26cph!
force_update_trigger_bypass -> main
Temporarily revert the boat building steering wheel from mount sync improvements until we can sanity check other optimizations
force_update_trigger_bypass -> main
Dont need extra force update check
Fix new mountable unparenting behaviour from freaking out when you dismount into a trigger volume. It would cause players to be kept contained in that volume
force_update_trigger_bypass -> main (yolo, sorry QA)
Allow regular players to bypass MountPlayerSync (not just ai) on:
- Player Boat Steering Wheel
- PT Boat Driver
- PT Boat Passenger
- PT Boat Turrets
- RHIB Driver
- Small Boat Passenger (incl RHIB)
- Small Boat Driver
This could cause all kinds of issues, or work perfectly. It's worth exploring for the performance benefits
pt_boat_turret_fixes -> main
Ensure rear turret marks itself as dirty if it deviates enough of an angle
main -> pt_boat_turret_fixes
mountplayersync_ai_bypass
Roll out parenting syncing to the turret seat and the double 50 cal seat
Fixed incorrect set parent check on the right branch this time
Fixed incorrect set parent check
main -> mountplayersync_ai_bypass
pt_boat_turret_fixes -> main
- Fix rear turret being able to move outside its clamping bounds
- Fix turret movement not being visible to others (when other players are using it)
- Half front turret sensitivity
pt_boat_turret_full_reload -> main
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
vedning_machine_vis_fix -> main
Fix fetch cycle throwing an NRE
main -> travelling_vendor_vis_fix
mountplayersync_ai_bypass -> main (yolo2)
- Fix parented players being at odd starting rotations
- Enable AI only parenting on:
PTBoatDriver
PTBoatPassenger
Small Boat Passenger
RHIB Driver
Reimplement parenting logic
main -> mountplayersync_ai_bypass
junkpile_ladder_clip_fix -> main
junkpile_ladder_clip_fix -> main
ptboat_turret_safezone -> main
Don't allow AI or players to shoot mounted weapons when in safe zones
tryfind_matchiongdeployables_fix -> main
Hardening incase traced ent is null (when finding matching deployables)
boatai_balance_changes -> main
main -> boatai_balance_changes
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
travelling_vendor_vis_fix -> main
- New scientist setup for both boats
- Increased turret max attack distance 75 -> 125
- Cleanup
RHIB Scientists now use LR300s - not MP5s
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly
This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
RHIB Scientists can attack players at a way higher range 30 -> 70
main -> boatai_balancing_changes
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists
Remove clear target log
remove_extra_scientist_weapons -> main
Remove unused weapons on boat scientists.
This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists.
Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
boatai_balance_changes -> main
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
boat_ai_patrol_aggression_fix -> main