userIan Hendersoncancel

4,466 Commits over 731 Days - 0.25cph!

18 Days Ago
Increase server processing budgeting up to 200 per frame Remove stop watch limitation
18 Days Ago
BaseMountable compile fixes
18 Days Ago
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
18 Days Ago
scientist_rhib_gameplay_pass_2 -> naval_update
18 Days Ago
Make the PT boat turret immortal for good measure
18 Days Ago
More loot changes
18 Days Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
18 Days Ago
boat_ai_optimisations_2 -> naval_update
18 Days Ago
Increase interest intensity
18 Days Ago
Fix boken avoidance logic after our move to jobs
18 Days Ago
boat_ai_optimisations -> naval_update
18 Days Ago
18 Days Ago
boat_ai_optimisations_2 -> naval_update
18 Days Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
18 Days Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
18 Days Ago
boat_ai_optimisations -> naval_update
19 Days Ago
Fix notification 'red bubble' not appearing when we have unread notifications on launch
19 Days Ago
Fix twitch drop background NRE
19 Days Ago
fix_dumb_name -> naval_update
19 Days Ago
Rename 'Mouted' to 'Mounted'
19 Days Ago
Move useable by turret check to the serverside
19 Days Ago
Compile fixes
19 Days Ago
Lower wander strength to stop them running into walls
19 Days Ago
New avoidance update interval convar Codegen
19 Days Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
19 Days Ago
Seperate physics queries from the avoidance logic itself Use cached physics results for a few frames instead of having to request fresh data every cycle
19 Days Ago
Swap all of the raycasting to run on jobs via RaycastCommands
19 Days Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
19 Days Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
19 Days Ago
naval_update/gun_turret -> naval_update
19 Days Ago
Manifest Codegen
19 Days Ago
naval_update -> gun_turret
19 Days Ago
Apply changes to default prefab
19 Days Ago
Make turret entity invinsible Position changes
19 Days Ago
Rename internall turret seat Move aim position Manifest
19 Days Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
19 Days Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
19 Days Ago
Fix more rotation issues, offset the parent correctly
19 Days Ago
Point guns in the correct direction
19 Days Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
20 Days Ago
New 50 cal bounds
20 Days Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
20 Days Ago
Fix bone name collisions with my crappy year old tool
20 Days Ago
Further pivot point and spawn point refinements
20 Days Ago
Make an actual item for the 50cal turret rather than using an m249
20 Days Ago
naval_update -> naval_update/gun_turret
22 Days Ago
extend_menu_loadingscreen -> main
22 Days Ago
logs
22 Days Ago
extend_menu_loadingscreen -> main
22 Days Ago
Add 'finalising' step to the main menu loading screen (only the very first one), this masks any final extra processing steps that are required and helps shield the user from a bad stutter We were showing the menu slightly too early before processing was fully complete