userIan Hendersoncancel

6,813 Commits over 1,096 Days - 0.26cph!

1 Year Ago
Seek out targets that attack us eg if you're attacked by someone then set them as the target
1 Year Ago
Codegen
1 Year Ago
Add ai data to all rhibs
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
1 Year Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
1 Year 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)
1 Year Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
1 Year Ago
PT_Boat -> naval_update
1 Year Ago
Another fresh attempt at new avoidance logic
1 Year Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
1 Year Ago
Manifest
1 Year Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
1 Year 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
1 Year Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
Fixed problematic range mapping
1 Year Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
1 Year Ago
Force a reverse of at least x seconds
1 Year Ago
Fix steering and gas pedal hallucinations
1 Year Ago
Allow full stop in seek state
1 Year Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
1 Year Ago
Use 2D Distance instead Compile fix
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