userIan Hendersoncancel

6,218 Commits over 1,004 Days - 0.26cph!

10 Months Ago
Fix boken avoidance logic after our move to jobs
10 Months Ago
boat_ai_optimisations -> naval_update
10 Months Ago
10 Months Ago
boat_ai_optimisations_2 -> naval_update
10 Months Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
10 Months Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
10 Months Ago
boat_ai_optimisations -> naval_update
10 Months Ago
Fix notification 'red bubble' not appearing when we have unread notifications on launch
10 Months Ago
Fix twitch drop background NRE
10 Months Ago
fix_dumb_name -> naval_update
10 Months Ago
Rename 'Mouted' to 'Mounted'
10 Months Ago
Move useable by turret check to the serverside
10 Months Ago
Compile fixes
10 Months Ago
Lower wander strength to stop them running into walls
10 Months Ago
New avoidance update interval convar Codegen
10 Months Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
10 Months 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
10 Months Ago
Swap all of the raycasting to run on jobs via RaycastCommands
10 Months Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
10 Months Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame
10 Months Ago
naval_update/gun_turret -> naval_update
10 Months Ago
Manifest Codegen
10 Months Ago
naval_update -> gun_turret
10 Months Ago
Apply changes to default prefab
10 Months Ago
Make turret entity invinsible Position changes
10 Months Ago
Rename internall turret seat Move aim position Manifest
10 Months Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
10 Months Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
10 Months Ago
Fix more rotation issues, offset the parent correctly
10 Months Ago
Point guns in the correct direction
10 Months 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)
10 Months Ago
New 50 cal bounds
10 Months Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
10 Months Ago
Fix bone name collisions with my crappy year old tool
10 Months Ago
Further pivot point and spawn point refinements
10 Months Ago
Make an actual item for the 50cal turret rather than using an m249
10 Months Ago
naval_update -> naval_update/gun_turret
10 Months Ago
extend_menu_loadingscreen -> main
10 Months Ago
logs
10 Months Ago
extend_menu_loadingscreen -> main
10 Months 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
10 Months Ago
prioritise_premium_community_2 -> main
10 Months Ago
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
10 Months Ago
twitch_modal_dash_support -> main
10 Months Ago
Support loading twitch drop campaign image from the dash Load when first starting up the menu
10 Months Ago
server_browser_budgeting -> main
10 Months Ago
Use a stopwatch to check how long we are taking on the current ServerCacheQuery batch, if over 2ms then yield for the next frame, or continuously allow processing up to 50 elements per time This (in reality) results in a constant overhead of 4ms until the results are processed rather than a single lag spike. I think its better and can be tuned a bit more in future by just upping the budget By the time you've click the server browser a few seconds have passed and most of the queue is empty anyway
10 Months Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay
10 Months Ago
Do the mode parsing inside the ServerInfo single loop itself. This saves us around 15% of total ms cost per server info constructor creation Ends up saving around 14ms~ when creating a batch of 500 ServerInfos
10 Months Ago
Fix all of the weird rotation issues