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5,511 Commits over 882 Days - 0.26cph!

59 Days Ago
remove_extra_scientist_weapons -> main
59 Days Ago
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
59 Days Ago
boatai_balance_changes -> main
59 Days Ago
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)
59 Days Ago
boat_ai_patrol_aggression_fix -> main
59 Days Ago
Think time 10 seconds -> 5 seconds
59 Days Ago
boat_ai_patrol_aggression_fix -> main
59 Days Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
2 Months Ago
pushing_toast_fix -> main
2 Months Ago
Remove pushing toast log
2 Months Ago
cannon_clipping_fix -> main
2 Months Ago
Apply new cannon values to the camera head animation system
2 Months Ago
syncvar_inheritance_fix -> main
2 Months Ago
stopengine_nre -> main
2 Months Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
2 Months Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
2 Months Ago
Subtract merge on 140788
2 Months Ago
artist_pack_dlc -> artist_dlc_ornate_frames
2 Months Ago
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
2 Months Ago
Properly support inherited SyncVars up to an infinite depth
2 Months Ago
stay_close_death_fix -> main
2 Months Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
2 Months Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
2 Months Ago
boatai_better_patrol -> main
2 Months Ago
Fix the values so they can orbit smoothly
2 Months Ago
Fix some minor bugs with the new orbit state. Still needs some more work
2 Months Ago
Extra debugging Simplify the state Increase radius
2 Months Ago
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
2 Months Ago
boatai_avoid_trigger_fix -> main
2 Months Ago
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
2 Months Ago
50cal_fullammo_spawn -> main
2 Months Ago
Ensure 50 cal turrets start with max ammo
2 Months Ago
rhib_passenger_light_fix -> main
2 Months Ago
NRE fix
2 Months Ago
Ensure only drivers can toggle RHIB lights
2 Months Ago
boat_planner_new_icons -> main
2 Months Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
2 Months Ago
main -> naval_update
2 Months Ago
deepsea_disable_drone -> main
2 Months Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
2 Months Ago
boatai_cleartarget_fix -> main
2 Months Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
2 Months Ago
boatai_clartarget_fix -> main
2 Months Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
2 Months Ago
boatai_targeting_bugs -> main
2 Months Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
2 Months Ago
Fix NRE
2 Months Ago
autoturret_improvements -> main
2 Months Ago
autoturret_improvements -> main
2 Months Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby