1,552 Commits over 397 Days - 0.16cph!
Additional check to ensure heli wont retire when dead. Hopefully patch not crashing when rotors disabled
Doubled heli lifetime from 15 mins to 30 mins, to give more time due to the flee states
Increased linger time when trying to retire and been damaged recently
Hack to ensure damage effect comes up
Can now grab count of hackable counts on cargo
Cargo will now stay long enough for the last crate to be looted should it exist
Merge main - fix conflicts
Merge main - fixed conflicts
Overheating now causes food and hunger penalty instead of health loss
Ensure scientists won't be targetted by heli
Rigidbody and speed information now applied to wheels on the clientside
Fixed vendor not restarting properly after stopping
Initial work on stopping for bradders
Setup vehicle pusher in front of vendor - shunts cars away
Fixed collider issues on sentrys again
Fiannly got turrets working on vendor
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Vendor can now be stopped by a player gesture
Used a state machine instead
Setup sell orders properly
Add targetting system
Added vending machine. Setup custom sell orders. Disabled colliders on client.
Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values.
Outside of deadzone now ensures straight wheels
Added steering deadzone to avoid over corrections
Add debug print outs for steering
Fixed issues with rigidbodies. Increased target throttle
Fixed vendor recreating itself
Changed cargo time to ensure the last crate can be looted should cargo egress whilst finished docking
Fix dodgy rigidbody linls
Path invalid errors patched
Ensure cargoships docking path for harbor 2 is properly centered
Prevent heli from trying to crash at underwater labs
Bunch more targetting bugs fixed
Had to revert damage checks and 0 hp workaround
Modified zone sizes again
Fixed exploding heli in mid air without crashing
Another attempt to fix this neverending orbit bug :)
Ensured starting orbit break inside update won't call the rest of the movement code that iteration
Fixed logic problem with heli orbits when there are 0 targets and can break from the orbit
Prevent further damage to heli once in death state
Ensure death spinout location is located on the floor