127,181 Commits over 4,201 Days - 1.26cph!
Rework steering wheel priv linking to fix save issue
squeeze bent normals into skin shader g-buffer
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller
- left a couple more TODOs as I found a weirdness in the original code
Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication.
Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
Reload animations running on front and rear turrets
Setup new controllers
Setting to enable/disable signalling the reload animation from the server on held entities
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally.
Override and implemented LookingAtEngine on PlayerBoatPrivilege
added indicators for ammo types: slug, smoke, buckshot
Fix muzzle fire appearing at the wrong place
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
Swap to the rigged versions of the 50 cals
Reset some CodeGen to their state on /main
merge from fix_deep_sea_network_layer -> naval_update
Fixed front turret only reloading the left 50 cal
Fix SV_ReloadStart error on rear turret
Another manifest
Finally working with some clean prefabs
bug fixes, cleaned up scene folders
audio clip properties updates
added ADS attack anim for rpg skin viemodel
initial WIP directional drag (not balanced and not fast)
- take a set of planes offset from hull block bounds at a regular set interval
- project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate
- drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward
- considering this as "drag" currently, but may apply this as a force for easier control
DLC tab background fading
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
Setup prefab world model animators
Setup animator rigs
Fixed bug preventing you from sitting in the front turret
More aim position tweaks
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion
Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight
Tests: none, skipping tests for now
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
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Removed ability to repair helicopters that are in flight
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
conditional art models, textures, material and initial prefabs setup
Added sounds and support for an audio cue for when the wheel is centred
Realign rear turret again
Merge from shadow_cascades_light_leak_fix
edited small engine anims as they were too subtle previously