4,962 Commits over 792 Days - 0.26cph!
Compile fix (random include statement)
- Unity editor check and compile fixes on CLIENT/SERVER
- Swapped to Newtonsoft rather than JsonUtility - actually serializing the json properly now
- Expanded the name box
- Add import and export buttons to the ui. imported network data fills out the profiler as you'd expect
- Add names to serialized data so save/load profiles can support naming (as the ids will be invalid when loaded)
- Fix some incorrect server/client entity usages
- Cleanup
- Some clamping to avoid the server exploding
- Set detailed packing data as serializable so its included in the export
- Dont export with pretty print (to save space) brings a 10 second sample from 7MB down to 3MB
- Codegen
Network Profiler
- Can now profile for x seconds via command line
- Export to JSON file
- Import from JSON file
ScientistBoatOilrigManager: Fix collection was modified error.
RHIB and PT boat loot pass 3
PT Boat and RHIB loot pass 2
Fixed pt boat/rhib sometimes spawning without things in their crate
Stolen scientist boats from the oilrig event will no longer be killed later (when oilrig resets)
Only allow regular 5.56 ammo to be used to reload the boat 50 cals
Extra MoutedWeapon profiling
BoatAI now checks for obstacles 5x less than what it used to (reduce avoidance_update_interval). Results are still decent enough to use and will greatly reduce the amount of time we are spending on repeated obstacle searches.
naval_update -> mountedturrets_fixes (broken everything)
naval_update -> mountedturret_fixes
Fix unset storage container in RHIB.DeepSea
turret_fixes -> naval_update
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)
Lerp smoothly to 0 - dont hard set
demo_fixes -> naval_update
naval_update -> turret_fixes
- Prevent player corpse errors in demos
- Prevent BasePlayer errors in demos
- Prevent Culling Volume errors in demos
- Prevent ai brain disable errors in demos
First loot pass on AI PTBoat and RHIB. Still ass but its way more organised than before
Remove icons that generated in the main folder
Compile fixes - moved FOV stuff from SERVER to CLIENT
naval_update -> mountedturrets_fixes
Show a toast when trying to reload a turret without any 5.56 in your inventory
Search range changes:
Pt boat -> 300
RHIB -> 200
Wrap is invisible check in a server block
Add extra targetting system to mounted weapon AI:
- Allows turet AI to target the same target as the boat provided they dont have one
- Same distance checks as standard target pickup
ai_boats_fixes -> naval_update
Fix turret aiming freeze: server rotation loop never executed in client-authority mode
Server movement logic was incorrectly disabled when _clientAuthority = true, preventing
_worldYaw/_worldPitch lerp, clamping, pivot rotation, and snapshot updates.
Fixed by:
- Making server apply rotation unconditionally in Update()
- Corrected HasServerAuthority to always true for rotation authority
- Clamping turret-space yaw/pitch at SetTargetAngles
- Ensuring server snapshot updates execute consistently
- Client authority now only supplies target angles — server still owns movement
Eliminates turret freezing, desync, and clamping bypass issues.
Fix ClientOnPlayerDismount NRE
- PT Boat turret now load in ammo instead of respawning with ammo each time
- Dont try and load turrets at all (just nuke em and recreate them at the other side)
- Put load data into a cache so it can be loaded afterwards
- Fixed broken mountpoint reference (turret seats had been renamed and it bricked all loading of the ptboat)
- Add PT Boat to F1 Menu
- Add Prefab information
- Generate image
- Re-setup, will need wes to fix the rest
naval_update -> Cannon_Animation
Add reset trigger support
pt_boat_polish_pass_2 -> naval_update
- Dont dismount straight into the water
- Add water mask to the bottom of the front turret