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6,007 Commits over 974 Days - 0.26cph!

8 Months Ago
turret_head_animations -> naval_update
8 Months Ago
Adjust rhib scientists HP
8 Months Ago
More oil rig boat ai avoidance layer adjustments
8 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
8 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
8 Months Ago
8 Months Ago
scientist_boat_ai_improvements -> naval_update
8 Months Ago
- Better AI attacking turret distance checks - Better turret DOT checks
8 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
8 Months Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
8 Months Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
8 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
8 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
8 Months Ago
Add proper null check when dismounting weapon seats
8 Months Ago
Predict reload syncvar
8 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
8 Months Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
8 Months Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
8 Months Ago
main -> unskinned_windmill
8 Months Ago
Fix broken diving goggles
8 Months Ago
Added front controllers
8 Months Ago
minor tweaks
8 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
8 Months Ago
More leg fixes
8 Months Ago
Disable leg animator to stop hand IKs going crazy
8 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
8 Months Ago
Enable arms on both turret seats
8 Months Ago
heavy_helmet_overlay_fix -> main
8 Months Ago
Fix binoculars + the heavy helmet from rendering weird
8 Months Ago
menu_bootstrap_change -> main
8 Months Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
8 Months Ago
building_planner_viewmodel -> main
8 Months Ago
Remove planner viewmodel
8 Months Ago
wrong branch! Merge to building_planner_viewmodel
8 Months Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)
8 Months Ago
main -> building_planner_viewmodel
8 Months Ago
main -> building_planner_viewmodel
8 Months Ago
vehicle_ui_sidecar -> main
8 Months Ago
Make sure the sidecar is added to the f1 vehicle menu, it was missing
8 Months Ago
vendor_drone_accessibility -> main
8 Months Ago
clean up the ui icon
8 Months Ago
main -> drone_accessibility
8 Months Ago
8 Months Ago
compile fixes
8 Months Ago
turret_viewmodel -> naval_update
8 Months Ago
Turn off viewmodel for now
8 Months Ago
comments
8 Months Ago
vendor_ui_drone_accesibility -> main
8 Months Ago
more stomped map fixes
8 Months Ago
Fixed broken drone phrase