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275 Commits over 92 Days - 0.12cph!

Today
Add parenting to NPCSpawner and set it up for ghostships
Today
Fix scientists walking through the container on ghostship_d
Today
Fix player model playable graph NRE on other players.
Today
push up 2nd half of the asset
Today
Push up new meshing asset with source
Today
Remove old meshing asset
5 Days Ago
Fix buried items error when loading a save file
5 Days Ago
merge from more_cannon_fixes
5 Days Ago
Sails/planks/anchors/steering wheels can no longer be placed on normal construction You can't no longer use a normal planner on boat netting, Hulls no longer work on normal terrain.
5 Days Ago
merge from more_cannon_fixes to naval_update
5 Days Ago
Add `SocketMod_BoatBuildingBlock` to handle only placing cannons on player boats.
5 Days Ago
Limit cannon deploying only to construction
8 Days Ago
merge from cannon_animation
8 Days Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
8 Days Ago
merge from naval_update
8 Days Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
8 Days Ago
merge fix_invisible_nametags to main
8 Days Ago
MemClear query vis arrays before scheduling new jobs to fix nametags sometimes staying invisible after teleporting.
8 Days Ago
Fix cannon rotation being independent of the boat when turning.
8 Days Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
8 Days Ago
Fix wrong gibs on cannon
9 Days Ago
merge tropical1_prefab to deep_sea
9 Days Ago
Setup s2p for tropical1, bake the prefab
9 Days Ago
Bake terrain mesh with LODs for tropical_1
9 Days Ago
merge terrain to mesh utility into deep_sea
12 Days Ago
Implement cannon reloading animations
12 Days Ago
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
12 Days Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
12 Days Ago
Fix player model OnEnable being called before any of the init fields were set.
12 Days Ago
merge from deployable_cannon
12 Days Ago
merge from deployable_cannon
12 Days Ago
Play recoil anim on the mounted player model, push up missing protobuf files
12 Days Ago
Clear one shot layer once the clip is done playing, add a full body mask.
12 Days Ago
Sync mounted player references to clients
12 Days Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
13 Days Ago
merge ghostship_npcs to naval_update
13 Days Ago
Setup enemy spawners for all ghost ship variants
13 Days Ago
Setup navigation for all ghostship variants
13 Days Ago
Setup new cannon models
13 Days Ago
merge from deployable_cannon
13 Days Ago
Add "wait" command support, to help test an unrelated bug. Allows for chaining commands, waiting x frames, then chaining another set. for e.g. "teleportpos; wait 3; teleportpos;"
13 Days Ago
merge from main
14 Days Ago
Fix cannons using the wrong dismount points when on a boat
14 Days Ago
merge to naval_update
15 Days Ago
merge from naval_update
15 Days Ago
Fix up dismount points on cannons and cannonball LODs
15 Days Ago
merge queryvisoptimization_bugs to main
15 Days Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
15 Days Ago
Create tooling to setup mesh LODs for terrain chunks.
16 Days Ago
merge cherry_pick_iteration_speed to main