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6,753 Commits over 1,096 Days - 0.26cph!

11 Months Ago
50cal_Animations -> naval_update
11 Months Ago
50cal_animation -> naval_update
11 Months Ago
Reduce the wave impact on the pt boat so easier to predict + less nausea
11 Months Ago
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change - Codegen
11 Months Ago
Try authority with higher yield state acceptance
11 Months Ago
50cal_animations -> naval_update
11 Months Ago
50cal_animations -> naval_update
11 Months Ago
Up the updaterate since we are using serverside movement
11 Months Ago
Set both turrets to be serverside only. Won't be as smooth but its release-able
11 Months Ago
50cal_animations -> naval_update
11 Months Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
11 Months Ago
naval_update -> 50cal_animations (2)
11 Months Ago
naval_update -> 50cal_animations (merge issues)
11 Months Ago
turret_fixes -> naval_update
11 Months Ago
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
11 Months Ago
Resort 50 cal left after the merge
11 Months Ago
naval_update -> turret_fixes
11 Months Ago
- More seat adjustments
11 Months Ago
Try out seat relative position re-sync update
11 Months Ago
Bring down reload to like 14.7
11 Months Ago
Reorient seat in the turret Better eye pos
11 Months Ago
11 Months Ago
Reorient seat in gun space
11 Months Ago
- Only update server seat if no client auth
11 Months Ago
Compile fix
11 Months Ago
- Remove debug logs - Remove ddraw
11 Months Ago
- Missing
11 Months Ago
- Fix rear turret (that was a pain) - Fix front turret screenshake going crazy
11 Months 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
11 Months Ago
Compile fixes
11 Months Ago
- Fix client trying to override the reoncilliation when reloading
11 Months 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)
11 Months Ago
- Lerp properly - Dirty system - CLeanup fire system
11 Months Ago
Compile fix
11 Months 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
11 Months Ago
- Swap reload to be fully serverside - Fixing 'isreload' flag being set in the wrong places
11 Months Ago
Fixed Get Network Time compile error
11 Months 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
11 Months Ago
Fix waiting for reload bugs
11 Months Ago
- Swapped server IsReload toggle over to a coroutine -- Invoke Handler was waiting double the time on the serverside
11 Months Ago
Remove unused threshold
11 Months 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
11 Months Ago
naval_update -> turret_fixes
11 Months Ago
- WIP
11 Months Ago
Missed compile fix
11 Months Ago
- Compile errors - Reduced rear screenshake
11 Months Ago
Add screenshake to the front and rear turret so they don't feel lifeless
11 Months Ago
Restored the rotate to zero before reloading
11 Months Ago
Fix mounted weapon show/hide NRE
11 Months Ago
Set AI turret max shoot distance from 200 -> 75 meters