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4,195 Commits over 701 Days - 0.25cph!

Allow head look (lets the scientists actually target things) whilst they are on the boat
Actually fill the RHIB with scientists when you attach
naval_update -> scientist_boat_ai
browser_scrollview_fix_2 -> main
Try togling the categories to fix only 4 entries showing up - seems to be a valid fix in actual build
neck_stuck_debug -> main
Add playermodel.debugheadbug to attempt to try to get to the root cause of this head locking bug
powered_water_purifier_pickup_fix -> main
Fixed not being able to pickup the powered water purifier even when its empty
browser_scroll_bug_fix -> main
Some more changes to try and get browser scrollview to work properly
hurt_overlay_nvg_fix -> main
Dont show the hurt overlay if we have NVG's on. This is because the hurt overlay would brighten up the NVG effect - letting you see more. This would give an advantage to people who have NVG's on.
Yesterday
test_generator_more_snapping_fixes -> main
Yesterday
Fix weird collider on test generator Fix weird deploy volumes on test generator
Yesterday
more_video_optims -> main
Yesterday
Save 5MB constantly being taken by the store modal - take the whole video out of memory when you go off the page
Yesterday
Only load in the shockbyte modal when we need it, not at initialisation
Yesterday
pt_boat_gameplay -> naval_update
Yesterday
We are moving! Fuel storage Item storage
Yesterday
Adjust water plane points for PID
Yesterday
Fix engine access Place mount points properly
Yesterday
Added working compass to the PT Boat Fix error on the RHIB Visuals (happens when added to a PT Boat)
Yesterday
Add AI support to the new PT Boat
Yesterday
Higher HP than RHIB Slower than RHIB Setup test item
Yesterday
Engine speed adjustments Setup dual propellers
Yesterday
RHIB throttle animation can now support left or right side PT boat requires right sided throttle animation
Yesterday
scientist_boat_ai -> naval_update
Yesterday
More Waterworld map obstacles
Yesterday
Remove resolution field - not used Standard RHIB cleanup
Yesterday
Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
Yesterday
Cleanup, compile errors
Yesterday
Seek out targets that attack us eg if you're attacked by someone then set them as the target
Yesterday
Codegen
Yesterday
Add ai data to all rhibs
Yesterday
naval_update -> scientist_boat_ai
Yesterday
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
Yesterday
Fix getting stuck in the wander state if we exit seek without reaching our target
Yesterday
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)
2 Days Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
2 Days Ago
PT_Boat -> naval_update
2 Days Ago
Another fresh attempt at new avoidance logic
3 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
3 Days Ago
Manifest
3 Days Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
3 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
4 Days Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
4 Days Ago
naval_update -> scientist_boat_ai
4 Days Ago
Fixed problematic range mapping
4 Days Ago
ignore obstacle logic running when the desired pedal is meant to be around 0