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5,579 Commits over 882 Days - 0.26cph!

58 Days Ago
main -> mountplayersync_ai_bypass
58 Days Ago
junkpile_ladder_clip_fix -> main
58 Days Ago
junkpile_ladder_clip_fix -> main
58 Days Ago
ptboat_turret_safezone -> main
58 Days Ago
Don't allow AI or players to shoot mounted weapons when in safe zones
58 Days Ago
tryfind_matchiongdeployables_fix -> main
58 Days Ago
Hardening incase traced ent is null (when finding matching deployables)
58 Days Ago
boatai_balance_changes -> main
58 Days Ago
main -> boatai_balance_changes
58 Days Ago
Swap InvokeRandomised with a 0 randomised value to a standard InvokeRepeating - run every 0.05 instead of every update frame
58 Days Ago
travelling_vendor_vis_fix -> main
2 Months Ago
- New scientist setup for both boats - Increased turret max attack distance 75 -> 125 - Cleanup
2 Months Ago
RHIB Scientists now use LR300s - not MP5s
2 Months 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
2 Months Ago
RHIB Scientists can attack players at a way higher range 30 -> 70
2 Months Ago
main -> boatai_balancing_changes
2 Months Ago
tanky_ai_load_fix
2 Months Ago
Ensure loaded scientist boats use the rhib scientists, not the oilrig scientists Remove clear target log
2 Months Ago
remove_extra_scientist_weapons -> main
2 Months 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
2 Months Ago
boatai_balance_changes -> main
2 Months 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)
2 Months Ago
boat_ai_patrol_aggression_fix -> main
2 Months Ago
Think time 10 seconds -> 5 seconds
2 Months Ago
boat_ai_patrol_aggression_fix -> main
2 Months Ago
Fix boat ai getting stuck patrolling oil rig and not actually engaging a player driving up
2 Months Ago
pushing_toast_fix -> main
2 Months Ago
Remove pushing toast log
2 Months Ago
cannon_clipping_fix -> main
2 Months Ago
Apply new cannon values to the camera head animation system
2 Months Ago
syncvar_inheritance_fix -> main
2 Months Ago
stopengine_nre -> main
2 Months Ago
- Prevent stopping the engine from throwing an nre when wiping the deepsea - Remove a dumb log
2 Months Ago
Commit SyncVar inheritance changes. Can't Cherrypick because of the previous revert.
2 Months Ago
Subtract merge on 140788
2 Months Ago
artist_pack_dlc -> artist_dlc_ornate_frames
2 Months 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)
2 Months Ago
Properly support inherited SyncVars up to an infinite depth
2 Months Ago
stay_close_death_fix -> main
2 Months Ago
Fix issues preventing boats from reaquiring a target that they already have which was stopping them getting into 'stay close' mode
2 Months Ago
- Ensure target is cleared on ai death - Fix Exit state being used in the wrong places, leaving AI without a state at all
2 Months Ago
boatai_better_patrol -> main
2 Months Ago
Fix the values so they can orbit smoothly
2 Months Ago
Fix some minor bugs with the new orbit state. Still needs some more work
2 Months Ago
Extra debugging Simplify the state Increase radius
2 Months 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
2 Months Ago
boatai_avoid_trigger_fix -> main
2 Months 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
2 Months Ago
50cal_fullammo_spawn -> main
2 Months Ago
Ensure 50 cal turrets start with max ammo