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6,910 Commits over 1,096 Days - 0.26cph!

1 Year Ago
scientist_boats_ai_improvements_3 -> naval_update
1 Year Ago
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
1 Year Ago
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
1 Year Ago
scientist_boat_ai_improvements_3 -> naval_update
1 Year Ago
Fixed the AI Boat triggers on the oilrigs. S2P
1 Year Ago
scientist_boats_improvements_3 -> naval_update
1 Year Ago
Pull towards the centre the further out the boats are in the deepsea
1 Year Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
1 Year Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
1 Year Ago
naval_update -> scientist_boat_ai_improvements_3
1 Year Ago
turret_head_animations -> naval_update
1 Year Ago
Adjust rhib scientists HP
1 Year Ago
More oil rig boat ai avoidance layer adjustments
1 Year Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
1 Year Ago
scientist_boat_ai_improvements_3 -> naval_update
1 Year Ago
scientist_boat_ai_improvements -> naval_update
1 Year Ago
- Better AI attacking turret distance checks - Better turret DOT checks
1 Year Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
1 Year Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
1 Year Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
1 Year Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
1 Year Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
1 Year Ago
Add proper null check when dismounting weapon seats
1 Year Ago
Predict reload syncvar
1 Year Ago
- Apply head animations to be in reference to the starting head position/rotation
1 Year Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
1 Year Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
1 Year Ago
main -> unskinned_windmill
1 Year Ago
Fix broken diving goggles
1 Year Ago
Added front controllers
1 Year Ago
minor tweaks
1 Year Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
1 Year Ago
More leg fixes
1 Year Ago
Disable leg animator to stop hand IKs going crazy
1 Year Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
1 Year Ago
Enable arms on both turret seats
1 Year Ago
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1 Year Ago
heavy_helmet_overlay_fix -> main
1 Year Ago
Fix binoculars + the heavy helmet from rendering weird
1 Year Ago
menu_bootstrap_change -> main
1 Year Ago
Changed finalising to finalizing on bootstrap to better match the other north american spellings in the game
1 Year Ago
building_planner_viewmodel -> main
1 Year Ago
Remove planner viewmodel
1 Year Ago
wrong branch! Merge to building_planner_viewmodel
1 Year Ago
viewmodel animations on wallpaper planner never call the base animations (locked behind an override)