4,378 Commits over 731 Days - 0.25cph!
Up scientist boat count from 12 to 36
(might scale with server pop in the future)
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
boat_fixes -> naval_update
Potential fix for IsDriverDead
- Don't rely on a reference to dead driver (work with nulls)
- Gate checks between has spawned
Prevent on killed from firing an nre during server restarts
Dont save boat ai
Try to fix black bars on RHIB (that can show up at certain angles)
mounted_turret_reloading -> naval_update
naval_update -> mounted_turret_reloading
Fix some more dodgy angles on the front seat
- Swap front turret to correct mount pose (standing)
- Fixed problems with front turret being unable to progress its reload bar properly
- Adjust eye position on front turret
- Remove logs
Fixed AI turrets not shooting at the players (incorrect dot calculation)
Better driver caching, prevents a random other npc on the boat from being marked as the driver
Fixed ai mounted weapon controller so it points at the right location again
prevent rear turret clipping checks from failing right at the corners
- AI's can now reload turrets if they are empty
- Extra profiling in a bunch of turret methods
- Run at randomised time to keep the thread clear
Re-add support for world and local space inputs (mouse delta vs aim angles)
Fixes to ensure the server representation is updated properly
Rewrote cmounted turret client prediction
- Correct reload time estimations (across the net)
- Better client predicting aim lerps
- Fix powerbar sticking
Simple reloading (just ignores the reload bar for now)
Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
PTBoat script handles loot spawning rather than the spawner itself
This means console command spawned boats will spawn their loot properly
pt_boat_gameplay_pass -> naval_update
naval_update -> pt_boat_gameplay_pass
Add client prediction to ServersideMountedWeapon aiming
This means players can now move the turret around indepdently of the server
Do reconcilliation on server receive state (if out of date enough)
This is now just a checkbox on any ServersideMountedWeapon.
Still requires some further improvements, but will work for now
Also added seat caching to Mounted Weapons
Using sight and flip pitch support for the rear turret
Lets the rear sight skip by the ballistics check
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS
Minor rear PT Boat turret changes
Prevent fire extinguisher from dismounting the current player on the pt boat
Add debug.debugclippingchecks:
- Prints out what colliders are causing cllipping to fail
- Still keep the performant route for regular gameplay
More work arounds for dodgy clipping checks on the pt boat
Fix clipping mount positions on the pt boat (was causing the scientists to be booted from the boat)
Delay spawn scientist invoke by 100 ms
Better eye setup (expose in weapon transform)
Allow AI a wider angle before firing (15 degrees)
Spawn turret with 1 hp and set immortal protection instead
Scientist front turret now points the right way
pt_boat_gameplay_pass -> naval_update
AI aim direction translation fixes
Aim pivot fixes
AI will only fire if its aim is within 5 degrees of the target
AI can now point the boat turrets at players (their current target)
Remove items from PT boat turret operators
AI support setup for PT turrets
pt_boat_gameplay_pass -> naval_update
naval_update -> pt_boat_gameplay_pass
Spawn PT boat in the deepsea alongside a couple of the smaller boats
Remove debugs and extra print statements
pt_boat_gameplay_pass -> naval_update
PT Boat Deepsea now driven properly by AI
pt_boat_gameplay_pass -> naval_update
Fix 50 call turret attachment points after the model changes
naval_update -> pt_boat_gameplay_pass
Take a bit longer to place scientists
This ensures they are mounted on the boat correctly
pt_boat_gameplay_pass -> naval_update
Fixed PT Boat prefab
Cleanup
Scientists now spawning on PTBoat