userIan Hendersoncancel

5,969 Commits over 974 Days - 0.26cph!

2 Years Ago
Merged topology/build zone fixes
2 Years Ago
Swapped legacy sink over to serverside. It's sync position anyway
2 Years Ago
Fixed error in junkpile during sink and destory method when in editor
2 Years Ago
Added realmed remove to water junkpiles. Ensures client and server versions are stripped appropriately
2 Years Ago
Same treatment to harbor 2
2 Years Ago
Extended build block area of harbor 1 to prevent cargo from crushing bases when docking Prevented barrels from spawning underwater near harbor 1
2 Years Ago
Fixed another, more rare NRE that can happen with Binoculars
2 Years Ago
Greatly reduced zone stale time - should prevent non time averaged scores from having a crazy effect
2 Years Ago
Setup for smooth scoring system
2 Years Ago
Removed useless check that could prevent rockets from firing during strafe Should increase performance during rocket runs
2 Years Ago
Check in helicopter revision
2 Years Ago
Remove extra logs
2 Years Ago
Prevent patrol from forcing a target inside a no go zone
2 Years Ago
Will now strafe targets in nearby danger zones as it finds them should they be the most dangerous Refactored targetting code Randomised can strafe and can use napalm timeout thresholds Clear old targets when fleeing from no go zone to ensure we dont come back in
2 Years Ago
Increased at rotation bounds
2 Years Ago
Halved orbitstrafe rotation speed when first moving into position
2 Years Ago
Fixed bug that caused heli gunners to still target you if you are killed and then respawn quickly Avoid marking players as targets that are inside nogo zones Extra logs
2 Years Ago
Fixed a bunch of bugs when entering and leaving strafe, as well as bugs calculating last damage time Targetting from patrol now works properly when not using danger zones
2 Years Ago
Bunch of viewing vector zero checks before running through lookrotation
2 Years Ago
Ensured thwop and engine lerp and clamped between 0 and 1
2 Years Ago
Additional checks to ensure you can't aggro a dying patrol helicopter
2 Years Ago
merge main
2 Years Ago
Fix editor gizmos null error
2 Years Ago
Fix editor gizmos error for cargoship
2 Years Ago
Merge main
2 Years Ago
Merge container_delays
2 Years Ago
harbor 2 path topology
2 Years Ago
Harbor 1 path topology take 2
2 Years Ago
Cherry pick harbor 1 topology sets
2 Years Ago
Harbor 1 docking path set topology
2 Years Ago
Reverted mesh lod changes :)
2 Years Ago
Ensure mesh renderer exists before setting LOD shadow casting mode
2 Years Ago
Codegen
2 Years Ago
Added boolean to allow cargo to dock to any harbor that it comes across
2 Years Ago
Allow repeat docking command
2 Years Ago
Added debug commands to dump cargo current state
2 Years Ago
command to print harbor indexes and positions
2 Years Ago
debug docking is now a server var
2 Years Ago
Merge main
2 Years Ago
merge patrol_helicopter_revision
2 Years Ago
Removed a few sneaky logs Codegen
2 Years Ago
Merge main
2 Years Ago
Codegen
2 Years Ago
Fixed rotation viewing vector zero
2 Years Ago
checked in main
2 Years Ago
Convar'd flee damage percentage Adjusted zone stale time, danger zone size and max zones 'cache' size
2 Years Ago
Wrote system to cull least active zone if danger zones overflow cache
2 Years Ago
Heli now filters its targets based on the danger of the zone they are in
2 Years Ago
Increased orbit distance Refactor of napalm time handling in orbitstrafe
2 Years Ago
Re-enabled debugging stuff Flee positions are picked better again Fixed more orbital lock issues Fixed problem with using napalm in no go zones Swapped zones to check positions, rather than players Strafe no go check Patrol points are now recaclulated up to 5 times in order to find one outside of a zone. Monuments are used as fallback