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5,269 Commits over 823 Days - 0.27cph!

3 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
3 Months Ago
turret_head_animations -> naval_update
3 Months Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
3 Months Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
3 Months Ago
Yaw needs to be set as well due to where our animation starts
3 Months Ago
Actually set the pitch values to prevent them trying to continue where they left off
3 Months Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
3 Months Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
3 Months Ago
naval_update -> turret_head_animations
3 Months Ago
scientist_boats_ai_improvements_3 -> naval_update
3 Months Ago
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
3 Months Ago
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
3 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
3 Months Ago
Fixed the AI Boat triggers on the oilrigs. S2P
3 Months Ago
scientist_boats_improvements_3 -> naval_update
3 Months Ago
Pull towards the centre the further out the boats are in the deepsea
3 Months Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
3 Months Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
3 Months Ago
naval_update -> scientist_boat_ai_improvements_3
3 Months Ago
turret_head_animations -> naval_update
3 Months Ago
Adjust rhib scientists HP
3 Months Ago
More oil rig boat ai avoidance layer adjustments
3 Months Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
3 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
3 Months Ago
3 Months Ago
scientist_boat_ai_improvements -> naval_update
3 Months Ago
- Better AI attacking turret distance checks - Better turret DOT checks
3 Months Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
3 Months Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
3 Months Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
3 Months Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
3 Months Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
3 Months Ago
Add proper null check when dismounting weapon seats
3 Months Ago
Predict reload syncvar
3 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
3 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
3 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
3 Months Ago
main -> unskinned_windmill
3 Months Ago
Fix broken diving goggles
3 Months Ago
Added front controllers
3 Months Ago
minor tweaks
3 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
3 Months Ago
More leg fixes
3 Months Ago
Disable leg animator to stop hand IKs going crazy
3 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
3 Months Ago
Enable arms on both turret seats
3 Months Ago
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