branchrust_reboot/main/naval_update/scientist_boat_aicancel

171 Commits over 122 Days - 0.06cph!

9 Months Ago
Stop the boat driving if the driver gets doinked
9 Months Ago
Driver no longer has a gun out
9 Months Ago
Reduce number of feelers Prioritise forward direction Try to avoid flicking between similar directions
9 Months Ago
Fifth attempt at avoidance logic
9 Months Ago
Fix broken bounds on the rhib storage drybox
9 Months Ago
Remove mounting debug code
9 Months Ago
Setup RHIB specific scientists Fix bounds on the new RHIB (actually play impact effects) Manifest
9 Months Ago
Add support for spawning the new scientists, but lets stay with the old ones for now
9 Months Ago
Swap avoidance Physics.Spherecast to GamePhysics.TraceAllUnordered, should be a bit more reliable Further simplification to avoidance code, not 100% sold on it so im commenting out for now
9 Months Ago
Allow head look (lets the scientists actually target things) whilst they are on the boat
9 Months Ago
Actually fill the RHIB with scientists when you attach
9 Months Ago
naval_update -> scientist_boat_ai
9 Months Ago
More Waterworld map obstacles
9 Months Ago
Remove resolution field - not used Standard RHIB cleanup
9 Months Ago
Rewrite steer force system again (third times the charm) Boat position is merged with desired directional point before application Manifest
9 Months Ago
Cleanup, compile errors
9 Months Ago
Seek out targets that attack us eg if you're attacked by someone then set them as the target
9 Months Ago
Codegen
9 Months Ago
Add ai data to all rhibs
9 Months Ago
naval_update -> scientist_boat_ai
9 Months Ago
Balancing forces like a fckn seesaw Target takes priority Avoidance is second unless its too close Wander forces as third
9 Months Ago
Fix getting stuck in the wander state if we exit seek without reaching our target
9 Months 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)
9 Months Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
9 Months Ago
Another fresh attempt at new avoidance logic
10 Months Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
10 Months Ago
Manifest
10 Months Ago
Avoidance direction will now favour towards a target if we have one rather than picking a direction from the outside edge in
10 Months 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
10 Months Ago
Refactor targetting checks into Check class Dont target fresh players: Onland In helicopters Too far above us
10 Months Ago
naval_update -> scientist_boat_ai
10 Months Ago
Fixed problematic range mapping
10 Months Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
10 Months Ago
Force a reverse of at least x seconds
10 Months Ago
Fix steering and gas pedal hallucinations
10 Months Ago
Allow full stop in seek state
10 Months Ago
Use parent boat transforms rather than the childs transform, this preserves rotation when working in global space
10 Months Ago
Use 2D Distance instead Compile fix
10 Months Ago
If we are too close the closest obstacle then attempt to back up - stops us getting stuck in weird places
10 Months Ago
Avoidance steering is now lerped onto the desired steering with distance to the obstacle as a weight
10 Months Ago
Clearer target logic Auto pursue system Debug visuals and extra states so i can adjust movement target in real time for testing
10 Months Ago
Fixed avoidance behaviour saving and keeping the 'closest obstacle' when it doesnt exist anymore
10 Months Ago
Refactored obstacle avoidance logic into its own file
10 Months Ago
Better abstracted targetting, so we can test better
10 Months 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
10 Months Ago
When changing into wait state then take the foot off the throttle
10 Months Ago
Compile fixes
10 Months Ago
Pursue target aquisition Target validity methods Run thought logic at a lower frequency to action logic
10 Months Ago
Compile fixes
10 Months 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