userIan Hendersoncancel

2,720 Commits over 548 Days - 0.21cph!

12 Months Ago
Way less liberal with the no go zone nearest edge calculation
12 Months Ago
Zone danger is now calculated with a concrete potential damage amount rather than the previous fixed amount for weakspot damage
12 Months 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)
12 Months Ago
Swapped heli death detection to an overlap sphere centered on its transform
12 Months Ago
Merge monument crash
12 Months Ago
Merge main
12 Months Ago
Added console command to spawn vendor near road Wheel colliders rotated Collision detection moved to continuous
12 Months Ago
Travelling vendor can now be spawned via console command Seeks out first road to move to Acceleration added
12 Months Ago
Use a point destination as a target instead of just going forward
1 Year Ago
Missed pathing files
1 Year Ago
Ported over a bunch of pathing code from Bradley Swapped wheelbase to that of a Ford Transit :O
1 Year Ago
Added Ackermann steering to target
1 Year Ago
Swap to BaseEntity Added scene to scene loader Shock and tire animation swapped to clientside Cleaned up vendor scenes
1 Year Ago
Initial test scene and client and server script setup
1 Year Ago
Override throttle for crash
1 Year Ago
Stopped heli death until spinout starts
1 Year Ago
Fixed some bugs preventing spin out state after reaching monument position
1 Year Ago
On death the patrol helicopter will now seek out a nearby monument to crash at
1 Year Ago
Spinout no longer tied to death state
1 Year Ago
Swapped weakspot pools over to using GetList
1 Year Ago
Merge main
1 Year Ago
Checked in main
1 Year Ago
Ensured we don't get into orbit strafes with a parented player Further revisions to use player references rather than just raw positions
1 Year Ago
junkpile layering issue
1 Year Ago
Merged main
1 Year Ago
Reinstate changes
1 Year Ago
Overwrite my changes
1 Year Ago
Merge main
1 Year Ago
Heli strafing now sets up correctly with new parenting logic. Orbit strafing now recalculates moved target positions correctly
1 Year Ago
Implemented dynamic position target updates. Ground mask now checks for large vehicles (cargo, tugs) More accurate player strafe runs
1 Year Ago
Zones positions now properly follow parent
1 Year Ago
Increase performance when updating zone scores
1 Year Ago
Fixed problem causing zones to spawned when they shouldn't be
1 Year Ago
Danger zone backend now supports a parent and handles local positions
1 Year Ago
Proposed fix for heli clipping through the map when the server has low fps
1 Year Ago
Egressing cargo ship on save will continue to leave the map after load
1 Year Ago
Merged topology/build zone fixes
1 Year Ago
Swapped legacy sink over to serverside. It's sync position anyway
1 Year Ago
Fixed error in junkpile during sink and destory method when in editor
1 Year Ago
Added realmed remove to water junkpiles. Ensures client and server versions are stripped appropriately
1 Year Ago
Same treatment to harbor 2
1 Year Ago
Extended build block area of harbor 1 to prevent cargo from crushing bases when docking Prevented barrels from spawning underwater near harbor 1
1 Year Ago
Fixed another, more rare NRE that can happen with Binoculars
1 Year Ago
Greatly reduced zone stale time - should prevent non time averaged scores from having a crazy effect
1 Year Ago
Setup for smooth scoring system
1 Year Ago
Removed useless check that could prevent rockets from firing during strafe Should increase performance during rocket runs
1 Year Ago
Check in helicopter revision
1 Year Ago
Remove extra logs
1 Year Ago
Prevent patrol from forcing a target inside a no go zone
1 Year Ago
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