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
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.
Fix ClientOnPlayerDismount NRE
- 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
- Fixed broken mountpoint reference (turret seats had been renamed and it bricked all loading of the ptboat)
- Add PT Boat to F1 Menu
- Add Prefab information
- Generate image
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water
- Add water mask to the bottom of the front turret
merge from naval_update/deep_sea
merge from deepsea_generation_tweaks
- 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
Tweaked deep sea generation, entities are more clustered
naval_update -> pt_boat_polish_pass_2
Admin killing the PT Boat turrets will now also destroy the bpat itself
50cal_animations -> naval_update
50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change
- Codegen
Try authority with higher yield state acceptance
50cal_animations -> naval_update
50cal_animations -> naval_update
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
50cal_animations -> naval_update
Fixed merge conflicts:
- Rewired up turret screenshake effects
- Fixed broken values/references
naval_update -> 50cal_animations (2)
naval_update -> 50cal_animations (merge issues)
turret_fixes -> naval_update
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
Resort 50 cal left after the merge
naval_update -> turret_fixes