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4,829 Commits over 762 Days - 0.26cph!

1 Hour Ago
1 Hour Ago
- Added an FOV punch when attacking - Extra prevention to prevent punching in a bunch of scenarios
2 Hours Ago
Compile fixes
2 Hours Ago
- Add some smoothing to the rear turret
2 Hours Ago
- Fix aiming smoothing of the front gun - Fix seat nre in client
3 Hours Ago
Don't play the client tick if no one is home
3 Hours Ago
Bring back lerping to 0 when you reload rather than a hard set
3 Hours Ago
- FIx the dumbest angles conversion bug of all time - Stop NRE when mounting the rear turret (ocassionaly happening?) - Ensure animations play at normalized time of 0
pt_boat_turrets -> naval_update
Added soome more null checks in handle aiming - should stop on mount nre
- Fix turrets randomly snapping to stupid rotations for no reason
naval_update -> pt_boat_turrets
Yesterday
Up corrective spring force and reduce damping on the pt boat to try and fix scientists being dismounted on spawn
Yesterday
naval_update -> scientist_boat_ai
Yesterday
Fix fuel check not working
Yesterday
scientist_boat_ai -> naval_update
Yesterday
scientist_boat_ai -> naval_update
Yesterday
- Reduced radius on spawning a boat group at the ghost ship (fixes any weird not spawning bugs that were happening) - Spawn group injects load mode
Yesterday
- Fixed a bunch of bugs with spawn and load - Dont run cohesion for null group members
Yesterday
Recursion fix (woops)
Yesterday
Auto killed boats now wont drop loot Prevents oil rigs having dead scientist drops around
Yesterday
scientist_boat_ai -> naval_update
Yesterday
- Scientist boats can now save/load properly in all contexts - Setup system for types of saving/loading, for example oil rig scientist boats wont save between server restarts unless their claimed by killing the ai driver - Fix oilrig scientist boat manager loading error - Simplify scientist boat loading
Yesterday
naval_update -> scientist_boat_ai
Yesterday
Add head animation support to the cannon - Support local offset - Setup with default 50 cal reload animation for now
2 Days Ago
turretsv2 -> naval_update 🎉
2 Days Ago
Compile fixes for shared aiming method
2 Days Ago
- Fix snapshot states not being replicated properly - Fixed ai inconsistent aiming angles Ready to merge
2 Days Ago
Lerp to 0,0 properly on reload (mostly affects the front turret)
2 Days Ago
Smoooooooth(er)
2 Days Ago
Cleaned up the front turret aiming system
2 Days Ago
Replicate seat changes of naval_update branch
2 Days Ago
naval_update -> pt_boat_turrets
2 Days Ago
turret_animation_alignment_fix -> naval_update
2 Days Ago
Fix rear turret animations from being played offset (set was putting itself at the wrong position)
3 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
3 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
3 Days Ago
Rewrote the reload system
3 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
3 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
3 Days Ago
- More conversions in places there shouldn't be any - use aliased angles in aiming snapshot, not old values
3 Days Ago
Don't reconcile with present states
3 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
3 Days Ago
Send right first server snapshot time
3 Days Ago
Only show crosshair when not using sights (front turret)
3 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
3 Days Ago
Extra protection to on cl_attack and on cl_reload
3 Days Ago
naval_update -> pt_boat_turrets
3 Days Ago
scientist_boat_ai -> naval_update
3 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