128,780 Commits over 4,201 Days - 1.28cph!
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
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine.
Make LookingAtEngine virtual on VehiclePrivilege.
Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
Recreate the left,right and single 50 cal entities with the new prefabs
Get it hooked up like before
Fix NRE in server builds when scientists are talking to each other
- Create buffers with correct flags according to `buffer_upload_mode`
- Set default buffer upload mode to be "indirect" (1)
- Disallow changing `buffer_upload_mode` during gameplay
Update: refactor ServerUpdateOcclusionParallel to allow for experimental changes
Tests: compiles in editor
added boat_construction_plans + boat_construction_plans_diff to differentiate itself from building plans
colour more inline with icon
Play cannon fire fx when shooting the cannon, add effect recycle to cannon fx.
naval_update -> pt_boat_2
Update: add a bunch of optimization TODO notes for UsePlayerUpdateJobs 2
Gathered from inspecting 330p server snapshot from a late-in-the-patch-cycle server. Will clean-up before merge.
Tests: none, trivial merge
Fix cannonballs hiding the rpg prefab until they were moving rather than their own visuals. wtf
Add projectile info for cannonballs
iterations on the plank audio files
Added warhammer store page prefabs, using placeholder assets for now
Added a scroll view to the store DLC page
RPG7 - adjusted weapon position on wild west DLC racks
texture import setting tweaks to xmas floor and ceilingpapers
RPG7 - weapon rack peg adjustment to fix clipping
RPG7 - world model collider and weapon rack adjustments
added gibs for the boat building platform and correct referenced them in .deployed prefab.
fixed shading issues on platform
structure to query drag by angle from flattened pre-baked data (dummy data for testing)