4,871 Commits over 762 Days - 0.27cph!
- Lerp properly
- Dirty system
- CLeanup fire system
- 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
- 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
- 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
- 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
Set AI turret max shoot distance from 200 -> 75 meters
Bring back turret aim lerping
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
Fix deploy animations not working
- Add the same fix to turn on / turn off and set hold type
- 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
rhib_fixes -> naval_update
Swap drybox to use mailbox sounds
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- Setup better detailed colliders on the RHIB (fixed window and console etc)
Remove logs on FindClosestPlayerTarget(), gate the rest behind if UNITY_EDITOR
pt_boat_turrets -> naval_update
- Flipped puinch (way nicer)
pt_boat_turrets -> naval_update
Much better fov punch system - ditch the spring
- Realignment of the right 50cal after merge
- Adjustments to the muzzle position
- Stop 'hands up' (DONT SHOOT) at the end of reloading
- More merge conflicts
- Increased FOV punch
Deep sea portal partial (again)
50cal_Animations -> pt_boat_turrets
scientist_boat_ai -> naval_update
naval_update -> scientist_boat_ai
pt_boat_turrets -> naval_update
- Remove LOS checks for aggro
- Increase PT Boat aggro to 250
pt_boat_turrets -> naval_update
- Added an FOV punch when attacking
- Extra prevention to prevent punching in a bunch of scenarios
- Add some smoothing to the rear turret
- Fix aiming smoothing of the front gun
- Fix seat nre in client
Don't play the client tick if no one is home
Bring back lerping to 0 when you reload rather than a hard set
- 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