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4,848 Commits over 762 Days - 0.27cph!

19 Days Ago
More oil rig boat ai avoidance layer adjustments
19 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
20 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
20 Days Ago
20 Days Ago
scientist_boat_ai_improvements -> naval_update
20 Days Ago
- Better AI attacking turret distance checks - Better turret DOT checks
20 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
20 Days Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
20 Days Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
20 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
20 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
20 Days Ago
Add proper null check when dismounting weapon seats
20 Days Ago
Predict reload syncvar
20 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
20 Days Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
20 Days Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
20 Days Ago
main -> unskinned_windmill
20 Days Ago
Fix broken diving goggles
23 Days Ago
Added front controllers
23 Days Ago
minor tweaks
23 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
23 Days Ago
More leg fixes
23 Days Ago
Disable leg animator to stop hand IKs going crazy
23 Days Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
23 Days Ago
Enable arms on both turret seats
23 Days Ago
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23 Days Ago
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23 Days Ago
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24 Days Ago
▍▌▅▌▍▆_▅▉▆▉█▌▇▋▍▊_▇▍▄▇▅▅▋ -> ▆▅▍▋
24 Days Ago
█▉█▊ █▇▋▄▅▅ ▋▄▊▆▆ ▍▌▇▍ ▄▍▌▉ ▍▄▇▌ ▆▍ █ ▌▌█▍ ▋▌▍▍▇▋▋ '▄▊▊▄▋' ▌▅▊▄
24 Days Ago
heavy_helmet_overlay_fix -> main
24 Days Ago
Fix binoculars + the heavy helmet from rendering weird
24 Days Ago
menu_bootstrap_change -> main
24 Days Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
24 Days Ago
building_planner_viewmodel -> main
24 Days Ago
Remove planner viewmodel
24 Days Ago
wrong branch! Merge to building_planner_viewmodel
24 Days Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
24 Days Ago
main -> building_planner_viewmodel
25 Days Ago
main -> building_planner_viewmodel
25 Days Ago
vehicle_ui_sidecar -> main
25 Days Ago
Make sure the sidecar is added to the f1 vehicle menu, it was missing
25 Days Ago
vendor_drone_accessibility -> main
25 Days Ago
clean up the ui icon
25 Days Ago
main -> drone_accessibility
25 Days Ago
25 Days Ago
compile fixes
25 Days Ago
turret_viewmodel -> naval_update
25 Days Ago
Turn off viewmodel for now
25 Days Ago
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