4,466 Commits over 731 Days - 0.25cph!
Better driver caching, prevents a random other npc on the boat from being marked as the driver
Fixed ai mounted weapon controller so it points at the right location again
prevent rear turret clipping checks from failing right at the corners
- AI's can now reload turrets if they are empty
- Extra profiling in a bunch of turret methods
- Run at randomised time to keep the thread clear
Re-add support for world and local space inputs (mouse delta vs aim angles)
Fixes to ensure the server representation is updated properly
Rewrote cmounted turret client prediction
- Correct reload time estimations (across the net)
- Better client predicting aim lerps
- Fix powerbar sticking
Simple reloading (just ignores the reload bar for now)
Lerp client turret rotation when predicting (since we dont have snapshots to smooth it out)
PTBoat script handles loot spawning rather than the spawner itself
This means console command spawned boats will spawn their loot properly
pt_boat_gameplay_pass -> naval_update
naval_update -> pt_boat_gameplay_pass
Add client prediction to ServersideMountedWeapon aiming
This means players can now move the turret around indepdently of the server
Do reconcilliation on server receive state (if out of date enough)
This is now just a checkbox on any ServersideMountedWeapon.
Still requires some further improvements, but will work for now
Also added seat caching to Mounted Weapons
Using sight and flip pitch support for the rear turret
Lets the rear sight skip by the ballistics check
Ballistics::GetBulletHitPoint now supports an ignore entity, so that I dont need to make sure it has a clear LOS
Minor rear PT Boat turret changes
Prevent fire extinguisher from dismounting the current player on the pt boat
Add debug.debugclippingchecks:
- Prints out what colliders are causing cllipping to fail
- Still keep the performant route for regular gameplay
More work arounds for dodgy clipping checks on the pt boat
Fix clipping mount positions on the pt boat (was causing the scientists to be booted from the boat)
Delay spawn scientist invoke by 100 ms
Better eye setup (expose in weapon transform)
Allow AI a wider angle before firing (15 degrees)
Spawn turret with 1 hp and set immortal protection instead
Scientist front turret now points the right way
pt_boat_gameplay_pass -> naval_update
AI aim direction translation fixes
Aim pivot fixes
AI will only fire if its aim is within 5 degrees of the target
AI can now point the boat turrets at players (their current target)
Remove items from PT boat turret operators
AI support setup for PT turrets
pt_boat_gameplay_pass -> naval_update
naval_update -> pt_boat_gameplay_pass
Spawn PT boat in the deepsea alongside a couple of the smaller boats
Remove debugs and extra print statements
pt_boat_gameplay_pass -> naval_update
PT Boat Deepsea now driven properly by AI
pt_boat_gameplay_pass -> naval_update
Fix 50 call turret attachment points after the model changes
naval_update -> pt_boat_gameplay_pass
Take a bit longer to place scientists
This ensures they are mounted on the boat correctly
pt_boat_gameplay_pass -> naval_update
Fixed PT Boat prefab
Cleanup
Scientists now spawning on PTBoat
Initial work to allow the ai to work on the PT Boat
Move the random storage box into the doorway.
You now have to interact with the door to open the pt boat storage
Manifest (again)
gun_turret -> naval_update
naval_update -> gun_turret
Working rear turret. Aiming is still ugly
Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes)
Manifest
Add correct components to rear turret
Standing mounted turret seat setup
Mounted Turret Seat now supports multiple turrets on the same vehicle
Initial rear turret setup
Setup right entities
Setup prefab variants
naval_update -> gun_turret (missed files)
naval_update -> gun_turret
server_refresh_budgeting_adjustments -> main