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4,565 Commits over 731 Days - 0.26cph!

29 Days Ago
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
29 Days Ago
twitch_modal_dash_support -> main
29 Days Ago
Support loading twitch drop campaign image from the dash Load when first starting up the menu
29 Days Ago
server_browser_budgeting -> main
29 Days Ago
Use a stopwatch to check how long we are taking on the current ServerCacheQuery batch, if over 2ms then yield for the next frame, or continuously allow processing up to 50 elements per time This (in reality) results in a constant overhead of 4ms until the results are processed rather than a single lag spike. I think its better and can be tuned a bit more in future by just upping the budget By the time you've click the server browser a few seconds have passed and most of the queue is empty anyway
29 Days Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay
29 Days Ago
Do the mode parsing inside the ServerInfo single loop itself. This saves us around 15% of total ms cost per server info constructor creation Ends up saving around 14ms~ when creating a batch of 500 ServerInfos
29 Days Ago
Fix all of the weird rotation issues
29 Days Ago
Swap to quaternions - getting gimbal lock already
29 Days Ago
Stop the turret from flipping the equipped weapon
29 Days Ago
Using Syncvars - raw move the turret to be pointing the intended directin of the user
29 Days Ago
Fix the seat mount spawning us at weird angles (removed eye override)
30 Days Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
30 Days Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
30 Days Ago
Mounted weapon seat and mounted weapon owner system
30 Days Ago
pt_boat_gun_setup -> naval_update
30 Days Ago
Turret placement setup
31 Days Ago
scientist_boat_ai -> naval_update
31 Days Ago
Compile fixes
31 Days Ago
Codegen after merging naval update
31 Days Ago
naval_update -> scientist_boat_ai
31 Days Ago
Fix compile error with our new changes
31 Days Ago
Remove a dumb 200 byte allocation on our blur step
31 Days Ago
Codegen
31 Days Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
31 Days Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
31 Days Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
31 Days Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
31 Days Ago
AI boats will now attempt to ram players
31 Days Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
31 Days Ago
Reverse steering if we are going backwards
31 Days Ago
Bring back incremental steering
31 Days Ago
Fixed bugs with moving the claim from one boat to the other
31 Days Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
31 Days Ago
Much better near and far distances when dealing with the boat coordinator Debugging
32 Days Ago
Connect to the coordinator on init and leave on remove When you find a target that you want - register it as yours, this prevents other boats from taking it
32 Days Ago
Boat coordination system setup Provides an avenue for boats to claim/unclaim targets, this prevents lots of boats from dogpilling on a single target
32 Days Ago
Compile errors
32 Days Ago
If driver is killed - totally remove AI Make RHIB scientists much weaker than regular scientists
32 Days Ago
Add more profiling
32 Days Ago
Prevent overcorrection when approaching targets Put debug drawing behind a variable Move constants to BoatAI.Data Prevent Reserializing fields when changing symbols
32 Days Ago
Apply blurring over the whole context space to try and prevent oscillations between very similar states Use scoring for picking context directions rather than lowest danger weighting
32 Days Ago
32 Days Ago
Prevent boats from jiggling once they reach their target position Codegen
33 Days Ago
metabolism_fast_fix -> main
33 Days Ago
Attempted fix for metabolism ticking too fast Swapped over to a double rather than a float
33 Days Ago
scientist_boat_ai -> naval_update
33 Days Ago
Apply shelf 11387 for Flavien
33 Days Ago
Remove logs Add back avoidance
33 Days Ago
Finally! Working 360 degree avoidance (sixth attempt at avoidance, seems to be the final version!) Stop NPCs on the boat from being targetted as enemies (boat would drive around in circles trying to get close to a passenger) Fix Y values screwing up our targetting vector logic Obstacle system was transforming direction when it didnt need to