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4,998 Commits over 792 Days - 0.26cph!

14 Days Ago
50cal_animations -> naval_update
14 Days Ago
50cal_animations -> naval_update
14 Days Ago
Up the updaterate since we are using serverside movement
14 Days Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
14 Days Ago
50cal_animations -> naval_update
14 Days Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
15 Days Ago
naval_update -> 50cal_animations (2)
15 Days Ago
naval_update -> 50cal_animations (merge issues)
15 Days Ago
turret_fixes -> naval_update
15 Days Ago
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
15 Days Ago
Resort 50 cal left after the merge
15 Days Ago
naval_update -> turret_fixes
15 Days Ago
- More seat adjustments
15 Days Ago
Try out seat relative position re-sync update
15 Days Ago
Bring down reload to like 14.7
15 Days Ago
Reorient seat in the turret Better eye pos
15 Days Ago
15 Days Ago
Reorient seat in gun space
15 Days Ago
- Only update server seat if no client auth
15 Days Ago
Compile fix
15 Days Ago
- Remove debug logs - Remove ddraw
15 Days Ago
- Missing
15 Days Ago
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
15 Days Ago
- Fix AI beig a bit awkward with the new aiming system - Send snapshots in the right space - Don't use the interpolator when reconcilling - Fix incorrect forward directions after changing those space transforms - Missed HasAuthority check
15 Days Ago
Compile fixes
15 Days Ago
- Fix client trying to override the reoncilliation when reloading
15 Days Ago
- Revised all of the World -> Turret space angle projection math - Prefix a bunch of variables with their 'space' eg world or turret - Rewrite some of the rotation code - Fix some bugs with stuttery or locked rotation (spinning us around sometimes)
15 Days Ago
- Lerp properly - Dirty system - CLeanup fire system
15 Days Ago
Compile fix
15 Days 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
15 Days Ago
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
15 Days Ago
Fixed Get Network Time compile error
15 Days Ago
- 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
15 Days Ago
Fix waiting for reload bugs
16 Days Ago
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
16 Days Ago
Remove unused threshold
16 Days Ago
- 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
16 Days Ago
naval_update -> turret_fixes
16 Days Ago
- WIP
16 Days Ago
Missed compile fix
16 Days Ago
- Compile errors - Reduced rear screenshake
16 Days Ago
Add screenshake to the front and rear turret so they don't feel lifeless
16 Days Ago
Restored the rotate to zero before reloading
16 Days Ago
Fix mounted weapon show/hide NRE
16 Days Ago
Set AI turret max shoot distance from 200 -> 75 meters
16 Days Ago
Bring back turret aim lerping
16 Days Ago
More value tuning
16 Days Ago
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
16 Days Ago
Fix deploy animations not working - Add the same fix to turn on / turn off and set hold type
17 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