1,542 Commits over 397 Days - 0.16cph!
Heli strafing now sets up correctly with new parenting logic. Orbit strafing now recalculates moved target positions correctly
Implemented dynamic position target updates.
Ground mask now checks for large vehicles (cargo, tugs)
More accurate player strafe runs
Zones positions now properly follow parent
Increase performance when updating zone scores
Fixed problem causing zones to spawned when they shouldn't be
Danger zone backend now supports a parent and handles local positions
Proposed fix for heli clipping through the map when the server has low fps
Egressing cargo ship on save will continue to leave the map after load
Merged topology/build zone fixes
Swapped legacy sink over to serverside. It's sync position anyway
Fixed error in junkpile during sink and destory method when in editor
Added realmed remove to water junkpiles. Ensures client and server versions are stripped appropriately
Same treatment to harbor 2
Extended build block area of harbor 1 to prevent cargo from crushing bases when docking
Prevented barrels from spawning underwater near harbor 1
Fixed another, more rare NRE that can happen with Binoculars
Greatly reduced zone stale time - should prevent non time averaged scores from having a crazy effect
Setup for smooth scoring system
Removed useless check that could prevent rockets from firing during strafe
Should increase performance during rocket runs
Check in helicopter revision
Prevent patrol from forcing a target inside a no go zone
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
Increased at rotation bounds
Halved orbitstrafe rotation speed when first moving into position
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
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
Bunch of viewing vector zero checks before running through lookrotation
Ensured thwop and engine lerp and clamped between 0 and 1
Additional checks to ensure you can't aggro a dying patrol helicopter
Fix editor gizmos null error
Fix editor gizmos error for cargoship
Harbor 1 path topology take 2
Cherry pick harbor 1 topology sets
Harbor 1 docking path set topology
Reverted mesh lod changes :)
Ensure mesh renderer exists before setting LOD shadow casting mode
Added boolean to allow cargo to dock to any harbor that it comes across
Allow repeat docking command
Added debug commands to dump cargo current state
command to print harbor indexes and positions
debug docking is now a server var
merge patrol_helicopter_revision
Removed a few sneaky logs
Codegen