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5,343 Commits over 854 Days - 0.26cph!

30 Days Ago
Cherrypick syncvar_inheritance so the new artist items can take advantage of the fix without forcing it on main (when its not fully proven to be stable)
30 Days Ago
Properly support inherited SyncVars up to an infinite depth
30 Days Ago
stay_close_death_fix -> main
30 Days Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
30 Days Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
30 Days Ago
boatai_better_patrol -> main
30 Days Ago
Fix the values so they can orbit smoothly
30 Days Ago
Fix some minor bugs with the new orbit state. Still needs some more work
31 Days Ago
Extra debugging Simplify the state Increase radius
31 Days Ago
New Orbit state. Used when protecting Oilrig and intecepting a ghost ship when the a crate is hacked: - AI boats will move towards the target - Reach a specific point then begin patroling around the target - Try and maintain group cohesion
31 Days Ago
boatai_avoid_trigger_fix -> main
31 Days Ago
Avoidance cache gets stale quicker - should help prevent times where the boats will ignore avoid triggers Turn off boat ai state sleeping Helps make them way better behaviourly and since everything is budgetted it looks fine
31 Days Ago
50cal_fullammo_spawn -> main
31 Days Ago
Ensure 50 cal turrets start with max ammo
31 Days Ago
rhib_passenger_light_fix -> main
31 Days Ago
NRE fix
31 Days Ago
Ensure only drivers can toggle RHIB lights
31 Days Ago
boat_planner_new_icons -> main
31 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
31 Days Ago
main -> naval_update
31 Days Ago
deepsea_disable_drone -> main
31 Days Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
32 Days Ago
boatai_cleartarget_fix -> main
32 Days Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
32 Days Ago
boatai_clartarget_fix -> main
32 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
34 Days Ago
boatai_targeting_bugs -> main
34 Days Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
35 Days Ago
Fix NRE
35 Days Ago
autoturret_improvements -> main
35 Days Ago
autoturret_improvements -> main
35 Days Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
35 Days Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
35 Days Ago
main -> autoturret_improvements
35 Days Ago
turret_ai_dotproduct_fix -> main
35 Days Ago
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
35 Days Ago
boatai_singlegroup_attacks -> main
35 Days Ago
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
35 Days Ago
ptboat_mountedturret_improvements
35 Days Ago
- Fixed dryfire sound not working - Fixed IsReloading flag being set to false too quickly - Fixed ammo phrase compile bug
35 Days Ago
Reimplement 138920 and 138922
35 Days Ago
35 Days Ago
Reimplement 138911 (turret dryfire)
36 Days Ago
boatai_leftover_logs_2 -> main
36 Days Ago
Move development build logs into a convar instead (to give us more control of when we want to print) Codegen
37 Days Ago
ballista_mounting_fix -> main
37 Days Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
37 Days Ago
autoturret_improvements -> main (passed unit tests)
37 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
37 Days Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right