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4,466 Commits over 731 Days - 0.25cph!

32 Days Ago
Remove resolution field - not used Standard RHIB cleanup
32 Days Ago
Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
32 Days Ago
Cleanup, compile errors
32 Days Ago
Seek out targets that attack us eg if you're attacked by someone then set them as the target
32 Days Ago
Codegen
32 Days Ago
Add ai data to all rhibs
32 Days Ago
naval_update -> scientist_boat_ai
32 Days Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
32 Days Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
32 Days Ago
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
32 Days Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
32 Days Ago
PT_Boat -> naval_update
33 Days Ago
Another fresh attempt at new avoidance logic
33 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
33 Days Ago
Manifest
34 Days Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
34 Days Ago
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
34 Days Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
34 Days Ago
naval_update -> scientist_boat_ai
34 Days Ago
Fixed problematic range mapping
34 Days Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
34 Days Ago
Force a reverse of at least x seconds
37 Days Ago
Fix steering and gas pedal hallucinations
37 Days Ago
Allow full stop in seek state
37 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
37 Days Ago
Use 2D Distance instead Compile fix
37 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
37 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
37 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
37 Days Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
37 Days Ago
Refactored obstacle avoidance logic into its own file
37 Days Ago
Better abstracted targetting, so we can test better
38 Days Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
38 Days Ago
When changing into wait state then take the foot off the throttle
38 Days Ago
Compile fixes
38 Days Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
38 Days Ago
Compile fixes
38 Days Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
38 Days Ago
naval_update -> scientist_boat_ai
39 Days Ago
gifted_bag_tugboat_pickup -> main
39 Days Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
39 Days Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
39 Days Ago
naval_update -> scientist_boat_ai
39 Days Ago
main -> naval_update
39 Days Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
39 Days Ago
Merge fixes
39 Days Ago
main -> facepunch_assert
39 Days Ago
Bug fixes, general cleanup
39 Days Ago
Assert throws exceptions Check wont print anything - just returns state
40 Days Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new