userIan Hendersoncancel

6,790 Commits over 1,096 Days - 0.26cph!

1 Year Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
1 Year Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
1 Year Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
1 Year Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
1 Year Ago
Refactored obstacle avoidance logic into its own file
1 Year Ago
Better abstracted targetting, so we can test better
1 Year 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
1 Year Ago
When changing into wait state then take the foot off the throttle
1 Year Ago
Compile fixes
1 Year Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
1 Year Ago
Compile fixes
1 Year 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
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
gifted_bag_tugboat_pickup -> main
1 Year Ago
Fix not being able to pick up gifted sleeping bags on tugboats/in shelters
1 Year 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
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
main -> naval_update
1 Year Ago
facepunch_assert -> main (for actual testing and answering basic questions: is it useful? What can I add?)
1 Year Ago
Merge fixes
1 Year Ago
main -> facepunch_assert
1 Year Ago
Bug fixes, general cleanup
1 Year Ago
Assert throws exceptions Check wont print anything - just returns state
1 Year 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
1 Year Ago
Compile fixes
1 Year 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
1 Year Ago
main -> facepunch_assert
1 Year Ago
full_drone_marketplace_fix -> main
1 Year Ago
flex_layout_manager_spam -> main
1 Year Ago
Add a Temp FlexLayoutManager, which will prevent the 'There is no FlexLayoutManager' error spam in bootstrap
1 Year Ago
missed files
1 Year Ago
assembly definition if i end up convinced to pull this to main
1 Year 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!")
1 Year Ago
compile_simulator_unused_variables -> main
1 Year Ago
Compile simulator will now treat 'field is assigned but its value is never used' as an error: just like our build server
1 Year Ago
syncvar_crosssave_fix -> main
1 Year Ago
Ensure Autosync sets the field value on the server as well as the client
1 Year Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
1 Year Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
1 Year Ago
Integrate ZLinq instead
1 Year Ago
menu_vids -> main
1 Year Ago
More changes to ensure videos dont play on the home page
1 Year Ago
linq_optimisations -> main
1 Year Ago
main -> linq_optimisations
1 Year Ago
Simplify prioritize premium sorting - works way better than it did before
1 Year Ago
Cleanup
1 Year Ago
Fix CH47 patrol point selection to use a more fair random monument choice Previously, GetRandomPatrolPoint() picked the first valid monument after a random start index. This biased results when only a few monuments were valid. Now we collect all valid monuments and select one uniformly at random, ensuring a more even distribution.
1 Year Ago
Fix an issue that could possibly duplicate gunshot sounds if the player was under a decent amount of lag or lower fps server. Possible duplicated sounds would be local sounds (within network range), played once by the network signal then again with the effect logic. Would be made worse with lag
1 Year Ago
Fix the server browser duplicating listing results
1 Year Ago
Much better avoidance results - higher speed in general