2,720 Commits over 548 Days - 0.21cph!
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
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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
Fixed another, more rare NRE that can happen with Binoculars
Greatly reduced zone stale time - should prevent non time averaged scores from having a crazy effect
Setup for smooth scoring system
Removed useless check that could prevent rockets from firing during strafe
Should increase performance during rocket runs
Check in helicopter revision
Prevent patrol from forcing a target inside a no go zone
Will now strafe targets in nearby danger zones as it finds them should they be the most dangerous
Refactored targetting code
Randomised can strafe and can use napalm timeout thresholds
Clear old targets when fleeing from no go zone to ensure we dont come back in