userIan Hendersoncancel

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

11 Months Ago
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
11 Months Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
11 Months Ago
PT_Boat -> naval_update
11 Months Ago
Another fresh attempt at new avoidance logic
11 Months Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
11 Months Ago
Manifest
11 Months Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
11 Months Ago
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
11 Months Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
11 Months Ago
naval_update -> scientist_boat_ai
11 Months Ago
Fixed problematic range mapping
11 Months Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
11 Months Ago
Force a reverse of at least x seconds
11 Months Ago
Fix steering and gas pedal hallucinations
11 Months Ago
Allow full stop in seek state
11 Months Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
11 Months Ago
Use 2D Distance instead Compile fix
11 Months Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
11 Months Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
11 Months Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
11 Months Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
11 Months Ago
Refactored obstacle avoidance logic into its own file
11 Months Ago
Better abstracted targetting, so we can test better
11 Months Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
11 Months Ago
When changing into wait state then take the foot off the throttle
11 Months Ago
Compile fixes
11 Months Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
11 Months Ago
Compile fixes
11 Months Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
11 Months Ago
naval_update -> scientist_boat_ai
11 Months Ago
gifted_bag_tugboat_pickup -> main
11 Months Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
11 Months Ago
Add 'Check.HasBuildingPrivilege' and 'Check.InBuildingPrivilegeArea' 'Check.HasBuildingPrivilege' = you can actually build, gives you a boolean yes or no. 'Check.InBuildingPrivilegeArea' = in an area, might not be able to build Naming convention was driving me nuts with 'CanBuild()' vs 'GetBuildingPrivilege()' everywhere
11 Months Ago
naval_update -> scientist_boat_ai
11 Months Ago
main -> naval_update
11 Months Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
11 Months Ago
Merge fixes
11 Months Ago
main -> facepunch_assert
11 Months Ago
Bug fixes, general cleanup
11 Months Ago
Assert throws exceptions Check wont print anything - just returns state
11 Months Ago
Helper methods for: Quickly checking if flags have changed between two flag sets Quickly checking if flags have changed between two flag sets Quickly checking if two entities are the same prefab (removes a bunch of GetEntity and prefabID checks) Quickly checking entity realm Quickly checking if item is in container Quickly checking if item is new
11 Months Ago
Compile fixes
11 Months Ago
Bunch of jakes suggestions: Renaming Creation of a general Safety class which can check items and throw exceptions if specific issues come up Integrate item safety class Keep assert stuff here as well
11 Months Ago
main -> facepunch_assert
11 Months Ago
full_drone_marketplace_fix -> main
11 Months Ago
flex_layout_manager_spam -> main
11 Months Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
11 Months Ago
missed files
11 Months Ago
assembly definition if i end up convinced to pull this to main
11 Months Ago
Our own small assertion library. Supports everything you'd expect with minimal overhead. Minimal abstraction. Throws failed conditions in debug.logerror so we can actually use it on staging effectively. Allows us to do assertions on CLIENT/SERVER specifically - takes advantage of our symbols Eg: FAssert.ThatOnServer(test == 5, "Success!")