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4,871 Commits over 762 Days - 0.27cph!

4 Hours Ago
- Lerp properly - Dirty system - CLeanup fire system
5 Hours Ago
Compile fix
5 Hours 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
6 Hours Ago
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
Fixed Get Network Time compile error
- 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
Fix waiting for reload bugs
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
Remove unused threshold
- 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
naval_update -> turret_fixes
Missed compile fix
- Compile errors - Reduced rear screenshake
Add screenshake to the front and rear turret so they don't feel lifeless
Restored the rotate to zero before reloading
Fix mounted weapon show/hide NRE
Yesterday
Set AI turret max shoot distance from 200 -> 75 meters
Yesterday
Bring back turret aim lerping
Yesterday
More value tuning
Yesterday
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
Yesterday
Fix deploy animations not working - Add the same fix to turn on / turn off and set hold type
2 Days Ago
- FIxed PT boat not loading properly sometimes as it was marked as an 'invalid boat' when it couldnt get a reference to its storage area - Fixed weird piloted by ai bug when loading PT Boat - Lowered reload time from 15.3 to 15 seconds
2 Days Ago
rhib_fixes -> naval_update
2 Days Ago
Swap drybox to use mailbox sounds
2 Days Ago
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2 Days Ago
- Setup better detailed colliders on the RHIB (fixed window and console etc)
2 Days Ago
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
3 Days Ago
pt_boat_turrets -> naval_update
3 Days Ago
- Flipped puinch (way nicer)
3 Days Ago
pt_boat_turrets -> naval_update
3 Days Ago
Much better fov punch system - ditch the spring
3 Days Ago
- Realignment of the right 50cal after merge - Adjustments to the muzzle position - Stop 'hands up' (DONT SHOOT) at the end of reloading
3 Days Ago
- More merge conflicts - Increased FOV punch
3 Days Ago
Deep sea portal partial (again)
3 Days Ago
50cal_Animations -> pt_boat_turrets
3 Days Ago
scientist_boat_ai -> naval_update
3 Days Ago
Compile fix
3 Days Ago
naval_update -> scientist_boat_ai
3 Days Ago
pt_boat_turrets -> naval_update
3 Days Ago
- Remove LOS checks for aggro - Increase PT Boat aggro to 250
3 Days Ago
pt_boat_turrets -> naval_update
3 Days Ago
3 Days Ago
- Added an FOV punch when attacking - Extra prevention to prevent punching in a bunch of scenarios
4 Days Ago
Compile fixes
4 Days Ago
- Add some smoothing to the rear turret
4 Days Ago
- Fix aiming smoothing of the front gun - Fix seat nre in client
4 Days Ago
Don't play the client tick if no one is home
4 Days Ago
Bring back lerping to 0 when you reload rather than a hard set
4 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