4,907 Commits over 762 Days - 0.27cph!
naval_update -> pt_boat_polish_pass_2
Admin killing the PT Boat turrets will now also destroy the bpat itself
50cal_animations -> naval_update
50cal_Animations -> naval_update
50cal_animation -> naval_update
Reduce the wave impact on the pt boat so easier to predict + less nausea
- Add a replicated var to turn on/off client authority so we dont get stuck in a build without the ability to change
- Codegen
Try authority with higher yield state acceptance
50cal_animations -> naval_update
50cal_animations -> naval_update
Up the updaterate since we are using serverside movement
Set both turrets to be serverside only. Won't be as smooth but its release-able
50cal_animations -> naval_update
Fixed merge conflicts:
- Rewired up turret screenshake effects
- Fixed broken values/references
naval_update -> 50cal_animations (2)
naval_update -> 50cal_animations (merge issues)
turret_fixes -> naval_update
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
Resort 50 cal left after the merge
naval_update -> turret_fixes
Try out seat relative position re-sync update
Bring down reload to like 14.7
Reorient seat in the turret
Better eye pos
Reorient seat in gun space
- Only update server seat if no client auth
- Remove debug logs
- Remove ddraw
- Fix rear turret (that was a pain)
- Fix front turret screenshake going crazy
- 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
- Fix client trying to override the reoncilliation when reloading
- 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)
- Lerp properly
- Dirty system
- CLeanup fire system
- 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
- Swap reload to be fully serverside
- Fixing 'isreload' flag being set in the wrong places
Fixed Get Network Time compile error
- 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
Fix waiting for reload bugs
- Swapped server IsReload toggle over to a coroutine
-- Invoke Handler was waiting double the time on the serverside
- 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
naval_update -> turret_fixes
- Compile errors
- Reduced rear screenshake