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branchrust_reboot/main/naval_update/pt_boat_turretscancel

49 Commits over 0 Days - ∞cph!

37 Days Ago
- Flipped puinch (way nicer)
37 Days Ago
Much better fov punch system - ditch the spring
37 Days Ago
- Realignment of the right 50cal after merge - Adjustments to the muzzle position - Stop 'hands up' (DONT SHOOT) at the end of reloading
37 Days Ago
- More merge conflicts - Increased FOV punch
37 Days Ago
Deep sea portal partial (again)
37 Days Ago
50cal_Animations -> pt_boat_turrets
37 Days Ago
- Remove LOS checks for aggro - Increase PT Boat aggro to 250
38 Days Ago
38 Days Ago
- Added an FOV punch when attacking - Extra prevention to prevent punching in a bunch of scenarios
38 Days Ago
Compile fixes
38 Days Ago
- Add some smoothing to the rear turret
38 Days Ago
- Fix aiming smoothing of the front gun - Fix seat nre in client
38 Days Ago
Don't play the client tick if no one is home
38 Days Ago
Bring back lerping to 0 when you reload rather than a hard set
38 Days Ago
- 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
38 Days Ago
Added soome more null checks in handle aiming - should stop on mount nre
38 Days Ago
- Fix turrets randomly snapping to stupid rotations for no reason
38 Days Ago
naval_update -> pt_boat_turrets
40 Days Ago
Compile fixes for shared aiming method
40 Days Ago
- Fix snapshot states not being replicated properly - Fixed ai inconsistent aiming angles Ready to merge
40 Days Ago
Lerp to 0,0 properly on reload (mostly affects the front turret)
40 Days Ago
Smoooooooth(er)
40 Days Ago
Cleaned up the front turret aiming system
40 Days Ago
Replicate seat changes of naval_update branch
40 Days Ago
naval_update -> pt_boat_turrets
40 Days Ago
- 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
40 Days Ago
- 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
40 Days Ago
Rewrote the reload system
40 Days Ago
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
40 Days Ago
- 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
40 Days Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
40 Days Ago
Don't reconcile with present states
40 Days Ago
- 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
40 Days Ago
Send right first server snapshot time
40 Days Ago
Only show crosshair when not using sights (front turret)
40 Days Ago
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
40 Days Ago
Extra protection to on cl_attack and on cl_reload
40 Days Ago
naval_update -> pt_boat_turrets
41 Days Ago
Covered another case ^
41 Days Ago
Can't try to fire whilst reloading
41 Days Ago
Masked out the rear 50 cal turret body animation
41 Days Ago
Force seat position updates on the front turret. Gets around any of the weird pivoting with the player going closer to one or the other side of the turret
42 Days Ago
More pivot cleanup
42 Days Ago
Fix another screwed up pivot on the front turret
42 Days Ago
Fix slightly off player pivot on front turret
42 Days Ago
- Stop being able to aim off at high angles at the extreme clamps of the turret. Require gun forward to be sort of aligned with correct forward direction - Reduce front turret sensitivity
42 Days Ago
Fix front turret rotation clamping not working properly at offset boat rotations
42 Days Ago
Wait until we have 6 interpolator states before allowing non predicted turrets to lerp
42 Days Ago
Don't use pre-existing rotation as the intial client pitch/yaw - this causes snapping on the front turret when you were jumping on