userIan Hendersoncancel

5,507 Commits over 882 Days - 0.26cph!

55 Days Ago
boat_ai_patrol_aggression_fix -> main
55 Days Ago
Think time 10 seconds -> 5 seconds
55 Days Ago
boat_ai_patrol_aggression_fix -> main
55 Days Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
56 Days Ago
pushing_toast_fix -> main
56 Days Ago
Remove pushing toast log
56 Days Ago
cannon_clipping_fix -> main
56 Days Ago
Apply new cannon values to the camera head animation system
56 Days Ago
syncvar_inheritance_fix -> main
56 Days Ago
stopengine_nre -> main
56 Days Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
56 Days Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
56 Days Ago
Subtract merge on 140788
56 Days Ago
artist_pack_dlc -> artist_dlc_ornate_frames
56 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)
56 Days Ago
Properly support inherited SyncVars up to an infinite depth
56 Days Ago
stay_close_death_fix -> main
56 Days Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
56 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
57 Days Ago
boatai_better_patrol -> main
57 Days Ago
Fix the values so they can orbit smoothly
57 Days Ago
Fix some minor bugs with the new orbit state. Still needs some more work
57 Days Ago
Extra debugging Simplify the state Increase radius
57 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
57 Days Ago
boatai_avoid_trigger_fix -> main
57 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
58 Days Ago
50cal_fullammo_spawn -> main
58 Days Ago
Ensure 50 cal turrets start with max ammo
58 Days Ago
rhib_passenger_light_fix -> main
58 Days Ago
NRE fix
58 Days Ago
Ensure only drivers can toggle RHIB lights
58 Days Ago
boat_planner_new_icons -> main
58 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
58 Days Ago
main -> naval_update
58 Days Ago
deepsea_disable_drone -> main
58 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
58 Days Ago
boatai_cleartarget_fix -> main
58 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.
58 Days Ago
boatai_clartarget_fix -> main
58 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
2 Months Ago
boatai_targeting_bugs -> main
2 Months 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
2 Months Ago
Fix NRE
2 Months Ago
autoturret_improvements -> main
2 Months Ago
autoturret_improvements -> main
2 Months Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
2 Months Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
2 Months Ago
main -> autoturret_improvements
2 Months Ago
turret_ai_dotproduct_fix -> main
2 Months Ago
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby