userIan Hendersoncancel

4,591 Commits over 731 Days - 0.26cph!

47 Days Ago
Use 2D Distance instead Compile fix
47 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
47 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
47 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
47 Days Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
47 Days Ago
Refactored obstacle avoidance logic into its own file
47 Days Ago
Better abstracted targetting, so we can test better
48 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
48 Days Ago
When changing into wait state then take the foot off the throttle
48 Days Ago
Compile fixes
48 Days Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
48 Days Ago
Compile fixes
48 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
48 Days Ago
naval_update -> scientist_boat_ai
49 Days Ago
gifted_bag_tugboat_pickup -> main
49 Days Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
49 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
49 Days Ago
naval_update -> scientist_boat_ai
49 Days Ago
main -> naval_update
49 Days Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
49 Days Ago
Merge fixes
49 Days Ago
main -> facepunch_assert
49 Days Ago
Bug fixes, general cleanup
49 Days Ago
Assert throws exceptions Check wont print anything - just returns state
49 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
49 Days Ago
Compile fixes
49 Days Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
49 Days Ago
main -> facepunch_assert
49 Days Ago
full_drone_marketplace_fix -> main
49 Days Ago
flex_layout_manager_spam -> main
49 Days Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
49 Days Ago
missed files
49 Days Ago
assembly definition if i end up convinced to pull this to main
49 Days Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")
49 Days Ago
compile_simulator_unused_variables -> main
49 Days Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
49 Days Ago
syncvar_crosssave_fix -> main
49 Days Ago
Ensure Autosync sets the field value on the server as well as the client
50 Days Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
50 Days Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
50 Days Ago
Integrate ZLinq instead
50 Days Ago
menu_vids -> main
50 Days Ago
More changes to ensure videos dont play on the home page
50 Days Ago
linq_optimisations -> main
50 Days Ago
main -> linq_optimisations
54 Days Ago
Simplify prioritize premium sorting - works way better than it did before
54 Days Ago
Cleanup
54 Days Ago
Fix CH47 patrol point selection to use a more fair random monument choice Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
54 Days Ago
Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server. Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
54 Days Ago
Fix the server browser duplicating listing results