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5,701 Commits over 913 Days - 0.26cph!

5 Months Ago
naval_update -> scientist_boat_ai_improvements_3
5 Months Ago
turret_head_animations -> naval_update
5 Months Ago
Adjust rhib scientists HP
5 Months Ago
More oil rig boat ai avoidance layer adjustments
5 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
5 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
5 Months Ago
5 Months Ago
scientist_boat_ai_improvements -> naval_update
5 Months Ago
- Better AI attacking turret distance checks - Better turret DOT checks
5 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
5 Months Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
5 Months Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
5 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
5 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
5 Months Ago
Add proper null check when dismounting weapon seats
5 Months Ago
Predict reload syncvar
5 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
5 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
5 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
5 Months Ago
main -> unskinned_windmill
5 Months Ago
Fix broken diving goggles
6 Months Ago
Added front controllers
6 Months Ago
minor tweaks
6 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
6 Months Ago
More leg fixes
6 Months Ago
Disable leg animator to stop hand IKs going crazy
6 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
6 Months Ago
Enable arms on both turret seats
6 Months Ago
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6 Months Ago
heavy_helmet_overlay_fix -> main
6 Months Ago
Fix binoculars + the heavy helmet from rendering weird
6 Months Ago
menu_bootstrap_change -> main
6 Months Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
6 Months Ago
building_planner_viewmodel -> main
6 Months Ago
Remove planner viewmodel
6 Months Ago
wrong branch! Merge to building_planner_viewmodel
6 Months Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
6 Months Ago
main -> building_planner_viewmodel
6 Months Ago
main -> building_planner_viewmodel
6 Months Ago
vehicle_ui_sidecar -> main
6 Months Ago
Make sure the sidecar is added to the f1 vehicle menu, it was missing
6 Months Ago
vendor_drone_accessibility -> main
6 Months Ago
clean up the ui icon
6 Months Ago
main -> drone_accessibility
6 Months Ago
6 Months Ago
compile fixes