4,620 Commits over 731 Days - 0.26cph!
    
    
    
        
            
            
            
                
                Small fixes.
Ready to merge.
                
                
                
                
             
         
        
            
            
            
                
                Target returning dummy data if no player outside of zone detected
                
                
                
                
             
         
        
            
            
            
                
                Removed other factors that could be contributing to far away orbit zones
Further changes to no go zone sizes
                
                
                
                
             
         
        
            
            
            
                
                Fixed inaccurate damage numbers being pushed to the danger zones. This should stop the heli from fleeing until the player has removed around 30% HP exactly
                
                
                
                
             
         
        
            
            
            
                
                Additional debugging
Further optimisation to zone score updating
                
                
                
                
             
         
        
            
            
            
                
                Ensured start spinout is called on death enter instead
Fixed some extra unwanted state transitions
                
                
                
                
             
         
        
            
            
            
                
                Fixed problem with monument crashing when there are no monuments in the map
Increased danger zone size
Flee positions have set height now
                
                
                
                
             
         
        
            
            
            
                
                Patched issue where heli could go and orbit a random zone far away for no reason
                
                
                
                
             
         
        
            
            
            
                
                Way less liberal with the no go zone nearest edge calculation
                
                
                
                
             
         
        
            
            
            
                
                Zone danger is now calculated with a concrete potential damage amount rather than the previous fixed amount for weakspot damage
                
                
                
                
             
         
        
            
            
            
                
                Reduced no go zone size
Ensure all targets in zones are looked at before choosing the best one (should ensure heli definetly targets the worst offenders)
                
                
                
                
             
         
        
            
            
            
                
                Swapped heli death detection to an overlap sphere centered on its transform
                
                
                
                
             
         
        
        
        
            
            
            
                
                Added console command to spawn vendor near road
Wheel colliders rotated
Collision detection moved to continuous
                
                
                
                
             
         
        
            
            
            
                
                Travelling vendor can now be spawned via console command
Seeks out first road to move to
Acceleration added
                
                
                
                
             
         
        
            
            
            
                
                Use a point destination as a target instead of just going forward
                
                
                
                
             
         
        
        
            
            
            
                
                Ported over a bunch of pathing code from Bradley
Swapped wheelbase to that of a Ford Transit :O
                
                
                
                
             
         
        
            
            
            
                
                Added Ackermann steering to target
                
                
                
                
             
         
        
            
            
            
                
                Swap to BaseEntity
Added scene to scene loader
Shock and tire animation swapped to clientside
Cleaned up vendor scenes
                
                
                
                
             
         
        
            
            
            
                
                Initial test scene and client and server script setup
                
                
                
                
             
         
        
            
            
            
                
                Override throttle for crash
                
                
                
                
             
         
        
            
            
            
                
                Stopped heli death until spinout starts
                
                
                
                
             
         
        
            
            
            
                
                Fixed some bugs preventing spin out state after reaching monument position
                
                
                
                
             
         
        
            
            
            
                
                On death the patrol helicopter will now seek out a nearby monument to crash at
                
                
                
                
                    
    
        
            thumb_up
        
        19
    
    
        
            thumb_down
        
        10
    
 
                 
             
         
        
            
            
            
                
                Spinout no longer tied to death state
                
                
                
                
             
         
        
            
            
            
                
                Swapped weakspot pools over to using GetList
                
                
                
                
             
         
        
        
        
            
            
            
                
                Ensured we don't get into orbit strafes with a parented player
Further revisions to use player references rather than just raw positions
                
                
                
                
             
         
        
        
        
        
        
        
            
            
            
                
                Heli strafing now sets up correctly with new parenting logic. Orbit strafing now recalculates moved target positions correctly
                
                
                
                
             
         
        
            
            
            
                
                Implemented dynamic position target updates.
Ground mask now checks for large vehicles (cargo, tugs)
More accurate player strafe runs
                
                
                
                
             
         
        
            
            
            
                
                Zones positions now properly follow parent
                
                
                
                
             
         
        
            
            
            
                
                Increase performance when updating zone scores
                
                
                
                
             
         
        
            
            
            
                
                Fixed problem causing zones to spawned when they shouldn't be
                
                
                
                
             
         
        
            
            
            
                
                Danger zone backend now supports a parent and handles local positions
                
                
                
                
             
         
        
            
            
            
                
                Proposed fix for heli clipping through the map when the server has low fps
                
                
                
                
             
         
        
            
            
            
                
                Egressing cargo ship on save will continue to leave the map after load
                
                
                
                
             
         
        
            
            
            
                
                Merged topology/build zone fixes
                
                
                
                
             
         
        
            
            
            
                
                Swapped legacy sink over to serverside. It's sync position anyway
                
                
                
                
             
         
        
            
            
            
                
                Fixed error in junkpile during sink and destory method when in editor
                
                
                
                
             
         
        
            
            
            
                
                Added realmed remove to water junkpiles. Ensures client and server versions are stripped appropriately
                
                
                
                
             
         
        
            
            
            
                
                Same treatment to harbor 2
                
                
                
                
             
         
        
            
            
            
                
                Extended build block area of harbor 1 to prevent cargo from crushing bases when docking
Prevented barrels from spawning underwater near harbor  1