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6,299 Commits over 1,035 Days - 0.25cph!

9 Months Ago
Store: - RPC inbound/outbound - SyncVar inbound/outbound - PackedSyncVar inbound/outbound - Effect inbound/outbound Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
9 Months Ago
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
9 Months Ago
More NRE fixes - lods were swapping before seat ref was established
9 Months Ago
9 Months Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
9 Months Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
10 Months Ago
turret_head_animations -> naval_update
10 Months Ago
Another compile fix
10 Months Ago
Fixed compile errors
10 Months Ago
turret_head_animations -> naval_update
10 Months Ago
Stop the reload animations of a turret if you hop off
10 Months Ago
Fix some issues with my one shot cancellation
10 Months Ago
Stop current player one shot if mounting or dismounting
10 Months Ago
Made front turret way smoother to look around with
10 Months Ago
naval_update -> turret_head_animations
10 Months Ago
multi_drop_nre_fix -> main
10 Months Ago
add printouts
10 Months Ago
- Setup a method to emulate the twitch drop crash from before - Codegen
10 Months Ago
Wrap the whole menu init sequence in a try/catch
10 Months Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
10 Months Ago
10 Months Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
10 Months Ago
Reorient the front point pivot
10 Months Ago
Fixed position offset on the front turret
10 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
10 Months Ago
turret_head_animations -> naval_update
10 Months Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
10 Months Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
10 Months Ago
Yaw needs to be set as well due to where our animation starts
10 Months Ago
Actually set the pitch values to prevent them trying to continue where they left off
10 Months Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
10 Months Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
10 Months Ago
naval_update -> turret_head_animations
10 Months Ago
scientist_boats_ai_improvements_3 -> naval_update
10 Months Ago
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
10 Months Ago
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
10 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
10 Months Ago
Fixed the AI Boat triggers on the oilrigs. S2P
10 Months Ago
scientist_boats_improvements_3 -> naval_update
10 Months Ago
Pull towards the centre the further out the boats are in the deepsea
10 Months Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
10 Months Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
10 Months Ago
naval_update -> scientist_boat_ai_improvements_3
10 Months Ago
turret_head_animations -> naval_update
10 Months Ago
Adjust rhib scientists HP
10 Months Ago
More oil rig boat ai avoidance layer adjustments
10 Months Ago
- Much wider steering force for seeking targets (should help navigate around large obstacles better, eg one side of oil to other) - Less attempts to reverse when we can just go forward
10 Months Ago
scientist_boat_ai_improvements_3 -> naval_update
10 Months Ago
10 Months Ago
scientist_boat_ai_improvements -> naval_update