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4,906 Commits over 762 Days - 0.27cph!

6 Days Ago
naval_update -> scientist_boat_ai
6 Days Ago
Add head animation support to the cannon - Support local offset - Setup with default 50 cal reload animation for now
6 Days Ago
turretsv2 -> naval_update 🎉
6 Days Ago
Compile fixes for shared aiming method
6 Days Ago
- Fix snapshot states not being replicated properly - Fixed ai inconsistent aiming angles Ready to merge
6 Days Ago
Lerp to 0,0 properly on reload (mostly affects the front turret)
6 Days Ago
Smoooooooth(er)
6 Days Ago
Cleaned up the front turret aiming system
6 Days Ago
Replicate seat changes of naval_update branch
6 Days Ago
naval_update -> pt_boat_turrets
6 Days Ago
turret_animation_alignment_fix -> naval_update
6 Days Ago
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
6 Days Ago
- Minor polish pass on some front turret behaviour - Restored AI on rear turret, front turret still needs a little work so I can't merge yet
7 Days Ago
- Fully client predict the front turret (new system allows me to get away with this) - Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise) - Restored seat updates
7 Days Ago
Rewrote the reload system
7 Days Ago
Strip back all of the turret code: - Simpler prediction/reconcilliation - Got everything back to working again (except reloads) - Support for both turret types as usual
7 Days Ago
- Lerp state rather than trying to force it (feels way better to aim with) - Only calculate time different once (states times dont line up) - Store states in local time instead - Of course we have to add the time difference offset (in order to find the right state), not take away
7 Days Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
7 Days Ago
Don't reconcile with present states
7 Days Ago
- Dont mix local pivot angles and global pitch/yaw angles - Full rewrite of angle processing code - Cleanup Client + Server prediction code: create one unified method
7 Days Ago
Send right first server snapshot time
7 Days Ago
Only show crosshair when not using sights (front turret)
7 Days Ago
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves Increase lerp states from 6 to 12
7 Days Ago
Extra protection to on cl_attack and on cl_reload
7 Days Ago
naval_update -> pt_boat_turrets
7 Days Ago
scientist_boat_ai -> naval_update
7 Days Ago
Fixed scientists dying on boat spawn - Combination of forcing the boats to spawn slightly slower down in the water, as well as sleeping ai on spawn
7 Days Ago
scientist_boat_ai -> naval_update
7 Days Ago
Ensure front turret is playing the front turret animation
7 Days Ago
- Set boats to kinematic for spawning sequence - Rename rhib_spacingRadius to rhib_radius - Codegen
7 Days Ago
- Fix inverted margin and spacing values on the deep sea rhibs - was causing the spawning values to be totally wrong and spawning rhibs at the corners with barely any on the map - Remove useless logs
7 Days Ago
Only try and ram occasionally
7 Days Ago
- add spawnrhibgrouphere to test group spawning and try and replicate scientist kill bug - try spawning boats lower in the water plane - spawn relative to the correct water height (including waves)
7 Days Ago
- Force the boyuancy system to wake up when the ai takes over (try and stop the boats from drowing all the scientist on spawn) - Better boat positioning - Add more bouyancy points to the pt boat (rear was a nightmare) - Wake up the boats from further away - Convar to spawn boat groups together
7 Days Ago
Only fill fuel to 50
7 Days Ago
Evaluate water height at water positions and spawn y at that rather than possibly under water
7 Days Ago
naval_update -> scientist_boat_ai
7 Days Ago
scientist_boat_ai -> naval_update
7 Days Ago
spawn setting change again
7 Days Ago
Better scientist boat spawn settings
7 Days Ago
scientist_boat_ai -> naval_update
8 Days Ago
Swapped turret animations from the playables system to the regular playables animator Ensure AI play reload and shoot animations when on the turrets
8 Days Ago
Dont allow ai turrets to move if ai.move is false
8 Days Ago
Dont move scientist boats if Ai.Move is false
8 Days Ago
Change scientist boat spawn edge margin from 300 -> 900
8 Days Ago
Early exit out our update loop if there are no connections inside a large radius
8 Days Ago
naval_update -> scientist_boat_ai
8 Days Ago
pt_boat_turrets -> naval_update
8 Days Ago
Covered another case ^
8 Days Ago
Can't try to fire whilst reloading