4,824 Commits over 762 Days - 0.26cph!
Don't play the client tick if no one is home
Bring back lerping to 0 when you reload rather than a hard set
- FIx the dumbest angles conversion bug of all time
- Stop NRE when mounting the rear turret (ocassionaly happening?)
- Ensure animations play at normalized time of 0
pt_boat_turrets -> naval_update
Added soome more null checks in handle aiming - should stop on mount nre
- Fix turrets randomly snapping to stupid rotations for no reason
naval_update -> pt_boat_turrets
Up corrective spring force and reduce damping on the pt boat to try and fix scientists being dismounted on spawn
naval_update -> scientist_boat_ai
Fix fuel check not working
scientist_boat_ai -> naval_update
scientist_boat_ai -> naval_update
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening)
- Spawn group injects load mode
- Fixed a bunch of bugs with spawn and load
- Dont run cohesion for null group members
Auto killed boats now wont drop loot
Prevents oil rigs having dead scientist drops around
scientist_boat_ai -> naval_update
- Scientist boats can now save/load properly in all contexts
- Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver
- Fix oilrig scientist boat manager loading error
- Simplify scientist boat loading
naval_update -> scientist_boat_ai
Add head animation support to the cannon
- Support local offset
- Setup with default 50 cal reload animation for now
turretsv2 -> naval_update 🎉
Compile fixes for shared aiming method
- Fix snapshot states not being replicated properly
- Fixed ai inconsistent aiming angles
Ready to merge
Lerp to 0,0 properly on reload (mostly affects the front turret)
Cleaned up the front turret aiming system
Replicate seat changes of naval_update branch
naval_update -> pt_boat_turrets
turret_animation_alignment_fix -> naval_update
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
- Minor polish pass on some front turret behaviour
- Restored AI on rear turret, front turret still needs a little work so I can't merge yet
- Fully client predict the front turret (new system allows me to get away with this)
- Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise)
- Restored seat updates
Rewrote the reload system
Strip back all of the turret code:
- Simpler prediction/reconcilliation
- Got everything back to working again (except reloads)
- Support for both turret types as usual
- Lerp state rather than trying to force it (feels way better to aim with)
- Only calculate time different once (states times dont line up)
- Store states in local time instead
- Of course we have to add the time difference offset (in order to find the right state), not take away
- More conversions in places there shouldn't be any
- use aliased angles in aiming snapshot, not old values
Don't reconcile with present states
- Dont mix local pivot angles and global pitch/yaw angles
- Full rewrite of angle processing code
- Cleanup Client + Server prediction code: create one unified method
Send right first server snapshot time
Only show crosshair when not using sights (front turret)
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves
Increase lerp states from 6 to 12
Extra protection to on cl_attack and on cl_reload
naval_update -> pt_boat_turrets
scientist_boat_ai -> naval_update
Fixed scientists dying on boat spawn
- Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
scientist_boat_ai -> naval_update
Ensure front turret is playing the front turret animation
- Set boats to kinematic for spawning sequence
- Rename rhib_spacingRadius to rhib_radius
- Codegen
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map
- Remove useless logs
Only try and ram occasionally