userIan Hendersoncancel
branchrust_reboot/main/naval_update/turret_fixescancel

42 Commits over 30 Days - 0.06cph!

13 Days Ago
Use server start and end time instead (use invokeing for both) rather than just winging it in update loop (which will run slow on the server)
13 Days Ago
Lerp smoothly to 0 - dont hard set
13 Days Ago
naval_update -> turret_fixes
19 Days Ago
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
19 Days Ago
Resort 50 cal left after the merge
19 Days Ago
naval_update -> turret_fixes
19 Days Ago
- More seat adjustments
19 Days Ago
Try out seat relative position re-sync update
19 Days Ago
Bring down reload to like 14.7
19 Days Ago
Reorient seat in the turret Better eye pos
19 Days Ago
19 Days Ago
Reorient seat in gun space
19 Days Ago
- Only update server seat if no client auth
19 Days Ago
Compile fix
19 Days Ago
- Remove debug logs - Remove ddraw
19 Days Ago
- Missing
19 Days Ago
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
19 Days Ago
- 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
19 Days Ago
Compile fixes
19 Days Ago
- Fix client trying to override the reoncilliation when reloading
19 Days Ago
- 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)
20 Days Ago
- Lerp properly - Dirty system - CLeanup fire system
20 Days Ago
Compile fix
20 Days Ago
- 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
20 Days Ago
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
20 Days Ago
Fixed Get Network Time compile error
20 Days Ago
- Client auth with server validation (server auth and client prediction doesnt work for waves) - New setup for handling input validation - Setup force system for updates - Cleanup and remove some of the bloat thats developed
20 Days Ago
Fix waiting for reload bugs
20 Days Ago
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
20 Days Ago
Remove unused threshold
20 Days Ago
- Try moving everything over to update (on the lerping side) - Server sends an aim packet everytime it receives an input rather than checking difference before sending
20 Days Ago
naval_update -> turret_fixes
20 Days Ago
- WIP
20 Days Ago
Missed compile fix
20 Days Ago
- Compile errors - Reduced rear screenshake
20 Days Ago
Add screenshake to the front and rear turret so they don't feel lifeless
20 Days Ago
Restored the rotate to zero before reloading
21 Days Ago
Fix mounted weapon show/hide NRE
21 Days Ago
Set AI turret max shoot distance from 200 -> 75 meters
21 Days Ago
Bring back turret aim lerping
21 Days Ago
More value tuning
21 Days Ago
Implementing a few suggestions from Graham: - Move reconcilliation to Update loop - Transform pivot angle relative to transform space rather than world space - Make all of my reoncilliation/update use sensible values - Variable everything