4,829 Commits over 762 Days - 0.26cph!
naval_update -> turret_head_animations
multi_drop_nre_fix -> main
- Setup a method to emulate the twitch drop crash from before
- Codegen
Wrap the whole menu init sequence in a try/catch
Stop a null drop NRE bricking the whole Bootstrap sequence
- Apply root motion (not needed but helps rule things out)
- Setup correct reload time on the front turrets
Reorient the front point pivot
Fixed position offset on the front turret
- Fixed scuffed clamping on the front turret seat
- Use tickrate for lerping (cant use deltatime since im predicting)
turret_head_animations -> naval_update
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities
- Remove any clientside angle smoothing - bad idea (causing minor stutters)
- Deleted unused head anims folder
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
Yaw needs to be set as well due to where our animation starts
Actually set the pitch values to prevent them trying to continue where they left off
- Save client predicted weapon rotation adjustments into the state circular buffer
- Ensures this forced position update is classified as valid on the client, preventing reconcilliation
Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
Fix some causes of reconcilliation after a reload
- Dont generate predicted states when reloading
- Force update visual weapon rotation when reconcilling, dont just update internal values
- Increase degree offset required for reoncilliation
naval_update -> turret_head_animations
scientist_boats_ai_improvements_3 -> naval_update
Some more tuning:
- Reduce group cohesion a little (they were a bit too stuck into groups)
- Can jump to a new macro target earlier (makes them less stubborn)
- Increase how far out they need to be before they will begin pulling towards the centre
- Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges
Rewrote all of the boat wander state:
- Now pick macro and micro directions
- Macro is a fixed target point (within deepsea bounds or in random direction)
- Micro is the same Reynolds stuff but done simpler
- Combine them together for a bit of a better approach
Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
scientist_boat_ai_improvements_3 -> naval_update
Fixed the AI Boat triggers on the oilrigs. S2P
scientist_boats_improvements_3 -> naval_update
Pull towards the centre the further out the boats are in the deepsea
Avoid AI mounted weapon controller sometimes targetting other NPCs
- Add boat ai avoidance volumes to tropical 1-4
- S2P
naval_update -> scientist_boat_ai_improvements_3
turret_head_animations -> naval_update
Adjust rhib scientists HP
More oil rig boat ai avoidance layer adjustments
- 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
scientist_boat_ai_improvements_3 -> naval_update
scientist_boat_ai_improvements -> naval_update
- Better AI attacking turret distance checks
- Better turret DOT checks
- 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
- Rewrite and cleanup of pursue behaviour
- Multiple NRE fixes
- Better print outs
- Wrap floating cities in the same avoidance triggers as Oilrig
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles
- Wrapped Oilrig
- Wrapped Large Oilrig
- 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
Add proper null check when dismounting weapon seats
- Apply head animations to be in reference to the starting head position/rotation
- Added a script to convert skinned mesh renderers to mesh renderers
- Parking these extra changes right now (for a few days)
Ensure the wind turbine transmission also rotates.
Rotates in the opposite clock direction (as it would in real life)
main -> unskinned_windmill
Fix broken diving goggles