branchrust_reboot/main/naval_update/turret_head_animationscancel
33 Commits over 31 Days - 0.04cph!
naval_update -> turret_head_animations
More NRE fixes - lods were swapping before seat ref was established
- Setup system to enable/disable leg animator on LOD
- Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
Legs animator:
- Re-eneable leg animator on pt boat walk around turrets
- Allow foot gluing to work lower down under the foot position, this combats the higher waves
Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
Stop the reload animations of a turret if you hop off
Fix some issues with my one shot cancellation
Stop current player one shot if mounting or dismounting
Made front turret way smoother to look around with
naval_update -> turret_head_animations
- Apply root motion (not needed but helps rule things out)
- Setup correct reload time on the front turrets
Reorient the front point pivot
Fixed position offset on the front turret
- Fixed scuffed clamping on the front turret seat
- Use tickrate for lerping (cant use deltatime since im predicting)
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities
- Remove any clientside angle smoothing - bad idea (causing minor stutters)
- Deleted unused head anims folder
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
Yaw needs to be set as well due to where our animation starts
Actually set the pitch values to prevent them trying to continue where they left off
- Save client predicted weapon rotation adjustments into the state circular buffer
- Ensures this forced position update is classified as valid on the client, preventing reconcilliation
Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
Fix some causes of reconcilliation after a reload
- Dont generate predicted states when reloading
- Force update visual weapon rotation when reconcilling, dont just update internal values
- Increase degree offset required for reoncilliation
naval_update -> turret_head_animations
- Apply head animations to be in reference to the starting head position/rotation
Head animation system for turrets
Reloading turret starts head anim
Crappy test animation
Disable leg animator to stop hand IKs going crazy
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
Enable arms on both turret seats