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

10 Months Ago
Swap to quaternions - getting gimbal lock already
10 Months Ago
Stop the turret from flipping the equipped weapon
10 Months Ago
Using Syncvars - raw move the turret to be pointing the intended directin of the user
10 Months Ago
Fix the seat mount spawning us at weird angles (removed eye override)
10 Months Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
10 Months Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
10 Months Ago
Mounted weapon seat and mounted weapon owner system
10 Months Ago
pt_boat_gun_setup -> naval_update
10 Months Ago
Turret placement setup
10 Months Ago
scientist_boat_ai -> naval_update
10 Months Ago
Compile fixes
10 Months Ago
Codegen after merging naval update
10 Months Ago
naval_update -> scientist_boat_ai
10 Months Ago
Fix compile error with our new changes
10 Months Ago
Remove a dumb 200 byte allocation on our blur step
10 Months Ago
Codegen
10 Months Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
10 Months Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
10 Months Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
10 Months Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
10 Months Ago
AI boats will now attempt to ram players
10 Months Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
10 Months Ago
Reverse steering if we are going backwards
10 Months Ago
Bring back incremental steering
10 Months Ago
Fixed bugs with moving the claim from one boat to the other
10 Months Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
10 Months Ago
Much better near and far distances when dealing with the boat coordinator Debugging
10 Months Ago
Connect to the coordinator on init and leave on remove When you find a target that you want - register it as yours, this prevents other boats from taking it
10 Months Ago
Boat coordination system setup Provides an avenue for boats to claim/unclaim targets, this prevents lots of boats from dogpilling on a single target
10 Months Ago
Compile errors
10 Months Ago
If driver is killed - totally remove AI Make RHIB scientists much weaker than regular scientists
10 Months Ago
Add more profiling
10 Months Ago
Prevent overcorrection when approaching targets Put debug drawing behind a variable Move constants to BoatAI.Data Prevent Reserializing fields when changing symbols
10 Months Ago
Apply blurring over the whole context space to try and prevent oscillations between very similar states Use scoring for picking context directions rather than lowest danger weighting
10 Months Ago
10 Months Ago
Prevent boats from jiggling once they reach their target position Codegen
10 Months Ago
metabolism_fast_fix -> main
10 Months Ago
Attempted fix for metabolism ticking too fast Swapped over to a double rather than a float
10 Months Ago
scientist_boat_ai -> naval_update
10 Months Ago
Apply shelf 11387 for Flavien
10 Months Ago
Remove logs Add back avoidance
10 Months Ago
Finally! Working 360 degree avoidance (sixth attempt at avoidance, seems to be the final version!) Stop NPCs on the boat from being targetted as enemies (boat would drive around in circles trying to get close to a passenger) Fix Y values screwing up our targetting vector logic Obstacle system was transforming direction when it didnt need to
10 Months Ago
Ensure a full 360 degrees of directions are generated
10 Months Ago
Add proper support for reversing - use the dot product to determine when behind Fix a bunch of incorrect vector space translations More debugging
11 Months Ago
Clamp danger values Local to world (not the other way around)
11 Months Ago
Increase context resolution Harder steering over lower values
11 Months Ago
Rip out the old boat ai steering behaviour and fully replace it with a context driven version| Retain a map of interest and danger that correlates to a fixed set of directions around the boat Weight everything up and take the path of most interest + least danger
11 Months Ago
naval_update -> scientist_boat_ai
11 Months Ago
Better spacing values Disable RHIBs spawning in the deepsea for now
11 Months Ago
Messing with deepsea values