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branchrust_reboot/main/naval_update/turret_head_animationscancel

33 Commits over 31 Days - 0.04cph!

2 Months Ago
naval_update -> turret_head_animations
3 Months Ago
More NRE fixes - lods were swapping before seat ref was established
3 Months Ago
3 Months Ago
- 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
3 Months Ago
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.
3 Months Ago
Another compile fix
3 Months Ago
Fixed compile errors
3 Months Ago
Stop the reload animations of a turret if you hop off
3 Months Ago
Fix some issues with my one shot cancellation
3 Months Ago
Stop current player one shot if mounting or dismounting
3 Months Ago
Made front turret way smoother to look around with
3 Months Ago
naval_update -> turret_head_animations
3 Months Ago
3 Months Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
3 Months Ago
Reorient the front point pivot
3 Months Ago
Fixed position offset on the front turret
3 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
3 Months Ago
- 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
3 Months Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
3 Months Ago
Yaw needs to be set as well due to where our animation starts
3 Months Ago
Actually set the pitch values to prevent them trying to continue where they left off
3 Months Ago
- 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
3 Months Ago
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
3 Months Ago
naval_update -> turret_head_animations
3 Months Ago
Predict reload syncvar
3 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
3 Months Ago
Added front controllers
3 Months Ago
minor tweaks
3 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
3 Months Ago
More leg fixes
3 Months Ago
Disable leg animator to stop hand IKs going crazy
3 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
3 Months Ago
Enable arms on both turret seats