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4,917 Commits over 762 Days - 0.27cph!

- 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
merge from naval_update
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 -> naval
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)
Yesterday
turret_fixes -> naval_update
Yesterday
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
Yesterday
Resort 50 cal left after the merge
Yesterday
naval_update -> turret_fixes
Yesterday
- More seat adjustments
Yesterday
Try out seat relative position re-sync update
Yesterday
Bring down reload to like 14.7
Yesterday
Reorient seat in the turret Better eye pos
Yesterday
Yesterday
Reorient seat in gun space
Yesterday
- Only update server seat if no client auth
Yesterday
Compile fix
Yesterday
- Remove debug logs - Remove ddraw
Yesterday
- Missing
Yesterday
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
Yesterday
- Fix AI beig a bit awkward with the new aiming system - Send snapshots in the right space - Don't use the interpolator when reconcilling - Fix incorrect forward directions after changing those space transforms - Missed HasAuthority check
Yesterday
Compile fixes
Yesterday
- Fix client trying to override the reoncilliation when reloading
Yesterday
- Revised all of the World -> Turret space angle projection math - Prefix a bunch of variables with their 'space' eg world or turret - Rewrite some of the rotation code - Fix some bugs with stuttery or locked rotation (spinning us around sometimes)
Yesterday
- Lerp properly - Dirty system - CLeanup fire system
Yesterday
Compile fix
Yesterday
- Reroute reload to just play on receiving the RPC, simplifies everything and it lines up the animation better (prevents that offset bug where the turret would play offset to the player reload animations) - Resetup the power bar
Yesterday
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places