4,697 Commits over 762 Days - 0.26cph!
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
naval_update -> scientist_boats_gameplay_2
naval_update/deep_sea -> naval_update
Increased player search range of PT Boat and RHIB
PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group
Its in the players best interest to kill the PT Boats, preventing groups from coming at them
scientist_boats_gameplay_2 -> naval_update
Made RHIB scientists way less tanky
Fix SetGesture() not working right with the new playables system.
After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked.
We can then apply weights as normal.
Sleeping gestures etc were being ignored before: should now be back to normal
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
scientist_boats_gameplay_2 -> naval_update
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
Fix MountedWeaponSeat NRE
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
naval_update -> pt_boat_2
scientist_boats_gameplay_2 _> naval_update
Fix fingers not working on reload animations
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
PTBoat Scientists can use the rear turret properly
Invert forward support
Compile fixes
Setup rear turret as inverted forward
Move the player behind the turret as the turret moves (rear one)
Create an appropriate mapped postion behind the rear turret to move the player to
Always match player position and rotation to be relative to the turret
Remove is visible check (wasnt needed)
Fix unclamped client predicted pitch/yaw
Player leg animator support for Vehicle Detailed
Remove un-needed align local player turret rotation convar
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet
Fix issues with the turret rotation not being set to 0,0
One shot animation system changes:
Fix incorrect full body mask
Make additive argument actually do something
Enable/Disable leg animator rather than just blending weights
StopCurrentOneShot will nuke any previous running coroutines
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
Add Hand IK targets (disable when reloading)
Fix front turret flapping around
Fix front turret being able to clip into the floor of the boat
Move player slightly further away from rear turret
Fix hips staying locked when moving the turrets up and down
naval_update -> pt_boat_2
scientist_boat_ai -> naval_update
Dont kill rest of the scientists when the driver dies (not intentional)
scientist_boat_ai -> naval_update
Only allow killing scientists to happen once
Call die on scientists so the loot bags spawn
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
naval_update -> scientist_boat_ai
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
Lerp when not using sights based on a fixed sensitivity value
Client Prediction V2:
Calculate a common time frame reference to send as a time key
Hold a list of 20 previous predicted states on the client
On receving a new server state: check your list
Reconcille if needed
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
Dont compare raw positions for state dirty
Fix rear turret being on the wrong camera mode
Force front turret to go into a neutral position when reloading (ugly right now)
Play attack animations on the player when attacking (from a turret)
Modernise the PT Boat prefab
Remove a bunch of unneeded stuff
Fixed yaw issues on ptboat front turret