userIan Hendersoncancel

6,299 Commits over 1,035 Days - 0.25cph!

11 Months Ago
Spawn PT boat in the deepsea alongside a couple of the smaller boats
11 Months Ago
Remove debugs and extra print statements
11 Months Ago
pt_boat_gameplay_pass -> naval_update
11 Months Ago
PT Boat Deepsea now driven properly by AI
11 Months Ago
pt_boat_gameplay_pass -> naval_update
11 Months Ago
Fix 50 call turret attachment points after the model changes
11 Months Ago
naval_update -> pt_boat_gameplay_pass
11 Months Ago
Take a bit longer to place scientists This ensures they are mounted on the boat correctly
11 Months Ago
pt_boat_gameplay_pass -> naval_update
11 Months Ago
Fixed PT Boat prefab Cleanup Scientists now spawning on PTBoat
11 Months Ago
Initial work to allow the ai to work on the PT Boat
11 Months Ago
Move the random storage box into the doorway. You now have to interact with the door to open the pt boat storage Manifest (again)
11 Months Ago
gun_turret -> naval_update
11 Months Ago
Manifest
11 Months Ago
naval_update -> gun_turret
11 Months Ago
Working rear turret. Aiming is still ugly Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes) Manifest
11 Months Ago
Add correct components to rear turret Standing mounted turret seat setup
11 Months Ago
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
11 Months Ago
Setup right entities Setup prefab variants
11 Months Ago
naval_update -> gun_turret (missed files)
11 Months Ago
naval_update -> gun_turret
11 Months Ago
server_refresh_budgeting_adjustments -> main
11 Months Ago
Increase server processing budgeting up to 200 per frame Remove stop watch limitation
11 Months Ago
BaseMountable compile fixes
11 Months Ago
Compile fixes: copyboat_cl was a ServerVar, swapped it to a ClientVar Codegen
11 Months Ago
scientist_rhib_gameplay_pass_2 -> naval_update
11 Months Ago
Make the PT boat turret immortal for good measure
11 Months Ago
More loot changes
11 Months Ago
When spawned in the deep sea: scientist RHIBs will generate loot in their dry boxes (not balanced)
11 Months Ago
boat_ai_optimisations_2 -> naval_update
11 Months Ago
Increase interest intensity
11 Months Ago
Fix boken avoidance logic after our move to jobs
11 Months Ago
boat_ai_optimisations -> naval_update
11 Months Ago
11 Months Ago
boat_ai_optimisations_2 -> naval_update
11 Months Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
11 Months Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
11 Months Ago
boat_ai_optimisations -> naval_update
11 Months Ago
Fix notification 'red bubble' not appearing when we have unread notifications on launch
11 Months Ago
Fix twitch drop background NRE
11 Months Ago
fix_dumb_name -> naval_update
11 Months Ago
Rename 'Mouted' to 'Mounted'
11 Months Ago
Move useable by turret check to the serverside
11 Months Ago
Compile fixes
11 Months Ago
Lower wander strength to stop them running into walls
11 Months Ago
New avoidance update interval convar Codegen
11 Months Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
11 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
11 Months Ago
Swap all of the raycasting to run on jobs via RaycastCommands
11 Months Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays