branchrust_reboot/main/naval_update/scientist_boat_aicancel

111 Commits over 31 Days - 0.15cph!

13 Days Ago
Actually fill the RHIB with scientists when you attach
14 Days Ago
naval_update -> scientist_boat_ai
14 Days Ago
More Waterworld map obstacles
14 Days Ago
Remove resolution field - not used Standard RHIB cleanup
14 Days Ago
Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
15 Days Ago
Cleanup, compile errors
15 Days Ago
Seek out targets that attack us eg if you're attacked by someone then set them as the target
15 Days Ago
Codegen
15 Days Ago
Add ai data to all rhibs
15 Days Ago
naval_update -> scientist_boat_ai
15 Days Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
15 Days Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
15 Days Ago
Better navigation through smaller pathways (obstacles on left and right) but clear ahead Only handle the reverse case if the front is blocked (not the sides)
15 Days Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
15 Days Ago
Another fresh attempt at new avoidance logic
16 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
16 Days Ago
Manifest
16 Days Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
16 Days Ago
Boats can now stay close or stay at a distance to a target: Opens up the ability for single boats to engage closly with the group staying a bit away
17 Days Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
17 Days Ago
naval_update -> scientist_boat_ai
17 Days Ago
Fixed problematic range mapping
17 Days Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
17 Days Ago
Force a reverse of at least x seconds
19 Days Ago
Fix steering and gas pedal hallucinations
20 Days Ago
Allow full stop in seek state
20 Days Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
20 Days Ago
Use 2D Distance instead Compile fix
20 Days Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
20 Days Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
20 Days Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
20 Days Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
20 Days Ago
Refactored obstacle avoidance logic into its own file
20 Days Ago
Better abstracted targetting, so we can test better
21 Days Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
21 Days Ago
When changing into wait state then take the foot off the throttle
21 Days Ago
Compile fixes
21 Days Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
21 Days Ago
Compile fixes
21 Days Ago
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
21 Days Ago
naval_update -> scientist_boat_ai
22 Days Ago
naval_update -> scientist_boat_ai
28 Days Ago
Much better avoidance results - higher speed in general
28 Days Ago
manifest
28 Days Ago
Desired gas pedal now goes through a processing layer to stop values that would intentionally crash us into obstacles
28 Days Ago
naval_update -> scientist_boat_ai
30 Days Ago
naval_update -> scientist_boat_ai
40 Days Ago
Test scene changes
40 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
40 Days Ago
Better avoidance model Rather than appending left,right,left,right directions append all left centre then right When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left Flip steering direction (was steering left when meant to be right)