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345 Commits over 123 Days - 0.12cph!

53 Days Ago
merge from deployable_cannon
53 Days Ago
Play recoil anim on the mounted player model, push up missing protobuf files
53 Days Ago
Clear one shot layer once the clip is done playing, add a full body mask.
53 Days Ago
Sync mounted player references to clients
53 Days Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
54 Days Ago
merge ghostship_npcs to naval_update
54 Days Ago
Setup enemy spawners for all ghost ship variants
54 Days Ago
Setup navigation for all ghostship variants
54 Days Ago
Setup new cannon models
54 Days Ago
merge from deployable_cannon
54 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;"
54 Days Ago
merge from main
55 Days Ago
Fix cannons using the wrong dismount points when on a boat
55 Days Ago
merge to naval_update
56 Days Ago
merge from naval_update
56 Days Ago
Fix up dismount points on cannons and cannonball LODs
56 Days Ago
merge queryvisoptimization_bugs to main
56 Days Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
56 Days Ago
Create tooling to setup mesh LODs for terrain chunks.
57 Days Ago
merge cherry_pick_iteration_speed to main
57 Days Ago
Cherry pick interation speed prefs
57 Days Ago
merge iteration_time_improvements to naval_update
57 Days Ago
Disable deep sea in playground
57 Days Ago
Add settings on Editor Preferences to speed up entering playmode
60 Days Ago
merge cannon_code to naval_update
60 Days Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
60 Days Ago
merge new cannonball model into cannon_code
60 Days Ago
Fix cannon ammo staying active after firing
60 Days Ago
merge from naval_update
60 Days Ago
merge from main
60 Days Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
60 Days Ago
Replace old model with the new LODed model. Adjust: cannon hand IK, pitch clamping to fix the cannon clipping into itself, mount anchor offsets.
60 Days Ago
merge from deployable_cannon
60 Days Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
60 Days Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
60 Days Ago
merge from naval_update
2 Months Ago
merge cherrypick_queryvisjobs_optimizations to main
2 Months Ago
cherry pick query vis optimizations
2 Months Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
2 Months Ago
Optimize query vis job runner: - Enable burst on existing query vis jobs - Don't immediately complete jobs, let query vis be delayed by a frame.
2 Months Ago
merge naval_update to cannon_code
2 Months Ago
Fix mouse aiming with the cannon
2 Months Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
2 Months Ago
merge client_io_standalone_lines to naval_update
2 Months Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
2 Months Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
2 Months Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
2 Months Ago
merge strip_ghostship_renderbatch to naval_update
2 Months Ago
Strip renderer batch components from ghost ships
2 Months Ago
merge dynamic_environment_volumes to naval_update