useroctocancel

552 Commits over 274 Days - 0.08cph!

41 Days Ago
merge cannon_fuse_burn to main
41 Days Ago
Retarget fuse burn bones to make it work with the cannon barrel, fix reload viewmodel anim again.
41 Days Ago
update from main
41 Days Ago
Fix cannon handle spinning due to buoyancy.
41 Days Ago
merge randomize_seed to main
41 Days Ago
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
41 Days Ago
Fix cannon jitter when reloading and firing at high ping.
41 Days Ago
merge cannon_fuse_burn into main
41 Days Ago
Fix cannon reload camera animation looping back into itself.
42 Days Ago
merge from main
42 Days Ago
update from main
42 Days Ago
update from main
42 Days Ago
Add error icon next to the domain reload toolbar toggle to make it more clear that it shouldn't be used in CLIENT or SERVER modes.
42 Days Ago
Fix crash with paddling pool unloading.
43 Days Ago
Only evaluate entties in showentities once, otherwise it's really slow on bigger scenes.
43 Days Ago
Add `debug.showentities entityname radius duration client` to debug draw invisible entities in a radius.
43 Days Ago
Add `server.randomize_seed` cvar to set random seeds on launch.
44 Days Ago
merge buoyancy_fixes to main
44 Days Ago
Implement cutoff planes and artificial water info for water volume burst queries, fix water volume queries using the wrong axis(wtf).
44 Days Ago
Fix trails following cannonballs during reloads and when moving the cannon around.
44 Days Ago
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44 Days Ago
merge buoyancy_fixes to main
44 Days Ago
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44 Days Ago
merge cannon_protection to main
45 Days Ago
update from main
45 Days Ago
merge from cannon_slowdown
45 Days Ago
run codegen :facepalm:
45 Days Ago
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
45 Days Ago
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
45 Days Ago
Add cvar for controlling cannon hit slowdown on boats
45 Days Ago
update from main
49 Days Ago
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50 Days Ago
Slow down player boats when after being hit by cannons.
51 Days Ago
Add protection for mounted cannon users (50% to all for now)
52 Days Ago
merge nre_fix back to main
52 Days Ago
Fix buoyancy batching throwing errors in scenes without a water system/ocean sim.
55 Days Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
2 Months Ago
Remove scaled fuse animation time. Fix curve for fuse burn material being scaled to the original 3s.
2 Months Ago
Change original fuse animation time to 1s to fix animation timescaling.
2 Months Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
2 Months Ago
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
2 Months Ago
Default buoyancy batching to on.
2 Months Ago
Fix cannon handle spinning with buoyancy.
2 Months Ago
merge cannon window clipping fix
2 Months Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
2 Months Ago
merge small cannon fixes to main
2 Months Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
2 Months Ago
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
2 Months Ago
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2 Months Ago
merge back updated tropical1