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5,389 Commits over 854 Days - 0.26cph!

28 Days Ago
- Fix rear turret being able to move outside its clamping bounds
29 Days Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
29 Days Ago
pt_boat_turret_full_reload -> main
29 Days Ago
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
29 Days Ago
vedning_machine_vis_fix -> main
29 Days Ago
Fix fetch cycle throwing an NRE
29 Days Ago
main -> travelling_vendor_vis_fix
29 Days Ago
mountplayersync_ai_bypass -> main (yolo2)
30 Days Ago
- Fix parented players being at odd starting rotations - Enable AI only parenting on: PTBoatDriver PTBoatPassenger Small Boat Passenger RHIB Driver
30 Days Ago
Reimplement parenting logic
30 Days Ago
main -> mountplayersync_ai_bypass
30 Days Ago
junkpile_ladder_clip_fix -> main
30 Days Ago
junkpile_ladder_clip_fix -> main
30 Days Ago
ptboat_turret_safezone -> main
30 Days Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
30 Days Ago
tryfind_matchiongdeployables_fix -> main
30 Days Ago
Hardening incase traced ent is null (when finding matching deployables)
30 Days Ago
boatai_balance_changes -> main
30 Days Ago
main -> boatai_balance_changes
30 Days Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
30 Days Ago
travelling_vendor_vis_fix -> main
33 Days Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
33 Days Ago
RHIB Scientists now use LR300s - not MP5s
33 Days Ago
Seperate out rhib ai driver and pt boat ai driver into seperate prefabs so each can be loaded properly This fixes the loaded version of boat ai having worse stats than the regular fresh spawned version
33 Days Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
33 Days Ago
main -> boatai_balancing_changes
33 Days Ago
tanky_ai_load_fix
33 Days Ago
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
34 Days Ago
remove_extra_scientist_weapons -> main
34 Days Ago
Remove unused weapons on boat scientists. This removes the extra server generated weapons (that aren't used), saving us around 144~ unused networked entities across all AI boat scientists. Not fully aware of the full performance impacts of having these (if there were any), but worth removing and we will see
34 Days Ago
boatai_balance_changes -> main
34 Days Ago
Boat ai will now only drive the boat to 90% of its max speed, this allows players to be able to go slightly faster than them and get away (setup with a convar as well)
34 Days Ago
boat_ai_patrol_aggression_fix -> main
34 Days Ago
Think time 10 seconds -> 5 seconds
34 Days Ago
boat_ai_patrol_aggression_fix -> main
34 Days Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
35 Days Ago
pushing_toast_fix -> main
35 Days Ago
Remove pushing toast log
35 Days Ago
cannon_clipping_fix -> main
35 Days Ago
Apply new cannon values to the camera head animation system
35 Days Ago
syncvar_inheritance_fix -> main
35 Days Ago
stopengine_nre -> main
35 Days Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
35 Days Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
35 Days Ago
Subtract merge on 140788
35 Days Ago
artist_pack_dlc -> artist_dlc_ornate_frames
35 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)
35 Days Ago
Properly support inherited SyncVars up to an infinite depth
36 Days Ago
stay_close_death_fix -> main
36 Days Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode