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4,935 Commits over 792 Days - 0.26cph!

First loot pass on AI PTBoat and RHIB. Still ass but its way more organised than before
Remove icons that generated in the main folder
Compile fixes - moved FOV stuff from SERVER to CLIENT
naval_update -> mountedturrets_fixes
Show a toast when trying to reload a turret without any 5.56 in your inventory
Search range changes: Pt boat -> 300 RHIB -> 200
Wrap is invisible check in a server block
Add extra targetting system to mounted weapon AI: - Allows turet AI to target the same target as the boat provided they dont have one - Same distance checks as standard target pickup
ai_boats_fixes -> naval_update
Compile fixes (2)
Compile fixes
Fix turret aiming freeze: server rotation loop never executed in client-authority mode Server movement logic was incorrectly disabled when _clientAuthority = true, preventing _worldYaw/_worldPitch lerp, clamping, pivot rotation, and snapshot updates. Fixed by: - Making server apply rotation unconditionally in Update() - Corrected HasServerAuthority to always true for rotation authority - Clamping turret-space yaw/pitch at SetTargetAngles - Ensuring server snapshot updates execute consistently - Client authority now only supplies target angles — server still owns movement Eliminates turret freezing, desync, and clamping bypass issues.
Missing proto file
Fix ClientOnPlayerDismount NRE
Compile fix
- PT Boat turret now load in ammo instead of respawning with ammo each time - Dont try and load turrets at all (just nuke em and recreate them at the other side) - Put load data into a cache so it can be loaded afterwards
Yesterday
- Fixed broken mountpoint reference (turret seats had been renamed and it bricked all loading of the ptboat)
Yesterday
- Add PT Boat to F1 Menu - Add Prefab information - Generate image
5 Days Ago
- Re-setup, will need wes to fix the rest
5 Days Ago
naval_update -> Cannon_Animation
5 Days Ago
Add reset trigger support
5 Days Ago
pt_boat_polish_pass_2 -> naval_update
5 Days Ago
- Dont dismount straight into the water - Add water mask to the bottom of the front turret
5 Days Ago
merge from naval_update/deep_sea
5 Days Ago
merge from deepsea_generation_tweaks
5 Days Ago
- Setup new attack effect on front + rear turret - Added and wired up lights to pt boat (ai wil auto do this) - Added and wired up lights to turret
6 Days Ago
Tweaked deep sea generation, entities are more clustered
6 Days Ago
merge from naval_update
6 Days Ago
naval_update -> pt_boat_polish_pass_2
6 Days Ago
Admin killing the PT Boat turrets will now also destroy the bpat itself
6 Days Ago
50cal_animations -> naval_update
6 Days Ago
50cal -> naval
6 Days Ago
50cal_Animations -> naval_update
6 Days Ago
50cal_animation -> naval_update
6 Days Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
6 Days Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
6 Days Ago
Try authority with higher yield state acceptance
6 Days Ago
50cal_animations -> naval_update
6 Days Ago
50cal_animations -> naval_update
6 Days Ago
Up the updaterate since we are using serverside movement
6 Days Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
6 Days Ago
50cal_animations -> naval_update
6 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
6 Days Ago
naval_update -> 50cal_animations (2)
6 Days Ago
naval_update -> 50cal_animations (merge issues)
6 Days Ago
turret_fixes -> naval_update
6 Days Ago
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
6 Days Ago
Resort 50 cal left after the merge
6 Days Ago
naval_update -> turret_fixes
6 Days Ago
- More seat adjustments