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5,313 Commits over 854 Days - 0.26cph!

30 Days Ago
autoturret_improvements -> main
30 Days Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
30 Days Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
30 Days Ago
main -> autoturret_improvements
31 Days Ago
turret_ai_dotproduct_fix -> main
31 Days Ago
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
31 Days Ago
boatai_singlegroup_attacks -> main
31 Days Ago
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
31 Days Ago
ptboat_mountedturret_improvements
31 Days Ago
- Fixed dryfire sound not working - Fixed IsReloading flag being set to false too quickly - Fixed ammo phrase compile bug
31 Days Ago
Reimplement 138920 and 138922
31 Days Ago
31 Days Ago
Reimplement 138911 (turret dryfire)
31 Days Ago
boatai_leftover_logs_2 -> main
32 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
32 Days Ago
ballista_mounting_fix -> main
32 Days Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
33 Days Ago
autoturret_improvements -> main (passed unit tests)
33 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
33 Days Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
33 Days Ago
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
34 Days Ago
travelling_vendor_spawn_prechecks -> main
34 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
34 Days Ago
sign_painting_ui_escape -> main
34 Days Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
34 Days Ago
autoturret_improvements -> main
34 Days Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
34 Days Ago
main -> autoturret_improvements
51 Days Ago
- Fixed turret not starting with Vector3.up when offline - still needs a little tweak - Constantly face to correct target - If not being controlled turn off client idle tick
51 Days Ago
Ensure a turned off turret won't try to predict movement on the clientside
51 Days Ago
Run rotate at 10hz rather than 20hz. Run send aim direction at 10hz rather than 20hz. Run look for targets at 5hz rather than 10hz.
51 Days Ago
main -> autoturret_improvements
51 Days Ago
Revert 140177 - needs more investigation
51 Days Ago
boat_ai_boxing_fix -> main
51 Days Ago
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
51 Days Ago
main -> boat_ai_boxing_fix
51 Days Ago
notification_custom_link_support -> main
51 Days Ago
Allow external/internal arguments to be passed
51 Days Ago
Can now create notifications with custom links
52 Days Ago
syncvar_autosave_trimming -> main
52 Days Ago
Don't generate autosave/autoload boilerplate code if an entity has no autosave syncvars Wasn't an issue before but we are getting more and more syncvars so its worth it now
52 Days Ago
auto_populate_entitylist -> main
52 Days Ago
Compile fix
52 Days Ago
auto_populate_entitylist -> main
53 Days Ago
Can now specify a label at the top of an EntityListScriptableObject - this will look up and auto add all BaseEntities with the specified label. For example: an AllDoors EntityList with 'Doors' label will be full auto populated with all doors in the project when the manifest is updated or 'Tools/Update/Entity Lists' is ran Just keeping this to doors just now for testing
53 Days Ago
quick_craft_improvements -> main
53 Days Ago
- Made both convars 'Saved' - Enusre memu points to the right one - Codegen
53 Days Ago
main -> quick_craft_improvements
53 Days Ago
boat_jiggle_fix -> main
53 Days Ago
- Improved steering all around - Removed the jiggle - Increased far point distance - Allowed 0 movement to be a valid case for the context direction - Gas pedal forces 0 with a 0 movement direction