userIan Hendersoncancel

5,190 Commits over 823 Days - 0.26cph!

7 Days Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
7 Days Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
7 Days Ago
boatai_better_patrol -> main
8 Days Ago
Fix the values so they can orbit smoothly
8 Days Ago
Fix some minor bugs with the new orbit state. Still needs some more work
8 Days Ago
Extra debugging Simplify the state Increase radius
8 Days Ago
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
8 Days Ago
boatai_avoid_trigger_fix -> main
8 Days Ago
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
8 Days Ago
50cal_fullammo_spawn -> main
8 Days Ago
Ensure 50 cal turrets start with max ammo
8 Days Ago
rhib_passenger_light_fix -> main
8 Days Ago
NRE fix
8 Days Ago
Ensure only drivers can toggle RHIB lights
9 Days Ago
boat_planner_new_icons -> main
9 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
9 Days Ago
main -> naval_update
9 Days Ago
deepsea_disable_drone -> main
9 Days Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
9 Days Ago
boatai_cleartarget_fix -> main
9 Days Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
9 Days Ago
boatai_clartarget_fix -> main
9 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
12 Days Ago
boatai_targeting_bugs -> main
12 Days Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
12 Days Ago
Fix NRE
12 Days Ago
autoturret_improvements -> main
12 Days Ago
autoturret_improvements -> main
12 Days Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
12 Days Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
12 Days Ago
main -> autoturret_improvements
13 Days Ago
turret_ai_dotproduct_fix -> main
13 Days Ago
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
13 Days Ago
boatai_singlegroup_attacks -> main
13 Days Ago
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
13 Days Ago
ptboat_mountedturret_improvements
13 Days Ago
- Fixed dryfire sound not working - Fixed IsReloading flag being set to false too quickly - Fixed ammo phrase compile bug
13 Days Ago
Reimplement 138920 and 138922
13 Days Ago
13 Days Ago
Reimplement 138911 (turret dryfire)
13 Days Ago
boatai_leftover_logs_2 -> main
13 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
14 Days Ago
ballista_mounting_fix -> main
14 Days Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
14 Days Ago
autoturret_improvements -> main (passed unit tests)
14 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
15 Days Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
15 Days Ago
Move auto turret idle calculations back to the server: This was required since target acquisition uses the current angle of the turet and this will need to be synced between the client + server. Having the client do it would result in mismatches.
16 Days Ago
travelling_vendor_spawn_prechecks -> main
16 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with