4,107 Commits over 701 Days - 0.24cph!
Path invalid errors patched
Ensure cargoships docking path for harbor 2 is properly centered
Prevent heli from trying to crash at underwater labs
Bunch more targetting bugs fixed
Had to revert damage checks and 0 hp workaround
Modified zone sizes again
Fixed exploding heli in mid air without crashing
Another attempt to fix this neverending orbit bug :)
Ensured starting orbit break inside update won't call the rest of the movement code that iteration
Fixed logic problem with heli orbits when there are 0 targets and can break from the orbit
Prevent further damage to heli once in death state
Ensure death spinout location is located on the floor
Ensure some space is allocated for collisions prior to the death spinout
Added convar to disable monument crashing
Ensured monuments that have default tier don't slip through the cracks
Additional check for monument type
Heli will ignore tier 0 monuments: ice lakes, swamps, caves, etc.
Sorted phrases after main merge
Removed unneeded print outs
Ensured is localised setup for shopkeepers
Added fishing village, bandit town and outpost shopkeeper tokens
S2P - got all vending machines translations working apart from shopkeepers
Vending machine translation token now routed through protobuf
Swapped over to using translate phrases
Added localized checkbox for vending machines
Set phrases for all npc vendors
Added backend support to allow localisation to npc vending machines
Added a small ramp to legacy shelter, so it's easier to access on bad terrain
Additional open root check
Modified our version of LeanTween to add some additional NRE checks
Merge patrol helicopter improvements. Including monument crashing, and zone fixes.
Merged death clipping fix
Small fixes.
Ready to merge.
Target returning dummy data if no player outside of zone detected
Removed other factors that could be contributing to far away orbit zones
Further changes to no go zone sizes
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
Additional debugging
Further optimisation to zone score updating
Ensured start spinout is called on death enter instead
Fixed some extra unwanted state transitions
Fixed problem with monument crashing when there are no monuments in the map
Increased danger zone size
Flee positions have set height now
Patched issue where heli could go and orbit a random zone far away for no reason
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