132,315 Commits over 4,232 Days - 1.30cph!
Update attack animations on front 50cal
expanded floating cities shore vectors
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fixed some trims on triangle up mesh
fixed triangle roof prefab cull distance
re-applied roof conditional fix
slimmer half wall
killed the beautiful window frame depth for embrasures
Replace range_terrain_mound_a (negative scale) with range_terrain_mound_b and adjust position.
* Fix lights at monuments always visually on
* Fix levers not animating properly
Possibly fixed scaling of island map markers in deep sea
Fixed markers not working properly after a server restart
Add a check for cannon update parameters errors if the playable graph isn't ready.
- Swapped server IsReload toggle over to a coroutine
-- Invoke Handler was waiting double the time on the serverside
Don't parent locked crate map markers to ghost ships, fixes them appearing at 0,0,0 when the local player isn't in the deep sea
- Try moving everything over to update (on the lerping side)
- Server sends an aim packet everytime it receives an input rather than checking difference before sending
tentative cannon reload sounds (still some weirdness with an animation event firing when it shouldn't be)
cannon fuse sound
naval_update -> turret_fixes
- Compile errors
- Reduced rear screenshake
Fixed client/server serialized field mismatch in SteeringWheel and TreeManager
merge from field_mismatch_fix
Fixed CLIENT only serialized field in UI_Store
Fixed blank picture frame in casino not culling at all
Fixed parasol on casino deck not culling at all
Add screenshake to the front and rear turret so they don't feel lifeless
Fixed SERVER only serialized field in BaseCombatEntity
merge from main/naval_update
merge from naval_update/deep_sea
Merge from parent
Had conflicts on all city scenes and casino barge prefab, seemed to resolve automatically
Restored the rotate to zero before reloading
Removed mission position generator validation method, now just uses the position generation method (both methods were doing very similar things) and stores these generated points for if we eventually accept this mission.
Check if objectives are valid before proceeding. Objectives can now use those generated points to check if a mission is valid before the mission has started.
Also include player parented to ladders in GetPlayersOnBoat
Reapply on the right prefab this time
Suntract
137986, applied changes to wrong asset
Move the gibbable component on the anchor to the art root as it has the 180 degree rotation
Fix workshop skins not loading when Indirect Instancing is enabled
Fixed GetEntityToTeleport not finding the parent vehicle when standing on ramp or planks (happened when running the enter and leave commands)
Fixed mount animation playing when swapping weapons while mounted
Manually copied over the texture changes from rhib_fixes and fixed the baked in map material on the rhib
Fixed player standing on boat ramps and planks ending in limbo when crossing the deep sea portal
The boat was teleported but not the player
Added GetPlayersOnBoat in BaseBoat
Fix mounted weapon show/hide NRE
Fix CullingVolume LodGroup warning
Set AI turret max shoot distance from 200 -> 75 meters
Bring back turret aim lerping
Match LOD settings on new scientist outfit
Implementing a few suggestions from Graham:
- Move reconcilliation to Update loop
- Transform pivot angle relative to transform space rather than world space
- Make all of my reoncilliation/update use sensible values
- Variable everything