userIan Hendersoncancel
reporust_rebootcancel

6,033 Commits over 974 Days - 0.26cph!

2 Years Ago
Ramdon lighting files
2 Years Ago
S2P - got all vending machines translations working apart from shopkeepers
2 Years Ago
Vending machine translation token now routed through protobuf
2 Years Ago
Swapped over to using translate phrases Added localized checkbox for vending machines
2 Years Ago
Set phrases for all npc vendors
2 Years Ago
Added backend support to allow localisation to npc vending machines
2 Years Ago
Added a small ramp to legacy shelter, so it's easier to access on bad terrain
2 Years Ago
Additional open root check
2 Years Ago
Modified our version of LeanTween to add some additional NRE checks
2 Years Ago
Merge patrol helicopter improvements. Including monument crashing, and zone fixes.
2 Years Ago
Removed debugging
2 Years Ago
Compile fixes
2 Years Ago
Merged death clipping fix
2 Years Ago
Small fixes. Ready to merge.
2 Years Ago
Target returning dummy data if no player outside of zone detected
2 Years Ago
Removed other factors that could be contributing to far away orbit zones Further changes to no go zone sizes
2 Years Ago
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
2 Years Ago
Additional debugging Further optimisation to zone score updating
2 Years Ago
Ensured start spinout is called on death enter instead Fixed some extra unwanted state transitions
2 Years Ago
Fixed problem with monument crashing when there are no monuments in the map Increased danger zone size Flee positions have set height now
2 Years Ago
Patched issue where heli could go and orbit a random zone far away for no reason
2 Years Ago
Way less liberal with the no go zone nearest edge calculation
2 Years Ago
Zone danger is now calculated with a concrete potential damage amount rather than the previous fixed amount for weakspot damage
2 Years Ago
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)
2 Years Ago
Swapped heli death detection to an overlap sphere centered on its transform
2 Years Ago
Merge monument crash
2 Years Ago
Merge main
2 Years Ago
Added console command to spawn vendor near road Wheel colliders rotated Collision detection moved to continuous
2 Years Ago
Travelling vendor can now be spawned via console command Seeks out first road to move to Acceleration added
2 Years Ago
Use a point destination as a target instead of just going forward
2 Years Ago
Missed pathing files
2 Years Ago
Ported over a bunch of pathing code from Bradley Swapped wheelbase to that of a Ford Transit :O
2 Years Ago
Added Ackermann steering to target
2 Years Ago
Swap to BaseEntity Added scene to scene loader Shock and tire animation swapped to clientside Cleaned up vendor scenes
2 Years Ago
Initial test scene and client and server script setup
2 Years Ago
Override throttle for crash
2 Years Ago
Stopped heli death until spinout starts
2 Years Ago
Fixed some bugs preventing spin out state after reaching monument position
2 Years Ago
On death the patrol helicopter will now seek out a nearby monument to crash at
2 Years Ago
Spinout no longer tied to death state
2 Years Ago
Swapped weakspot pools over to using GetList
2 Years Ago
Merge main
2 Years Ago
Checked in main
2 Years Ago
Ensured we don't get into orbit strafes with a parented player Further revisions to use player references rather than just raw positions
2 Years Ago
junkpile layering issue
2 Years Ago
Merged main
2 Years Ago
Reinstate changes
2 Years Ago
Overwrite my changes
2 Years Ago
Merge main
2 Years Ago
Heli strafing now sets up correctly with new parenting logic. Orbit strafing now recalculates moved target positions correctly