userIan Hendersoncancel

6,930 Commits over 1,127 Days - 0.26cph!

1 Year Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
1 Year Ago
Fix more rotation issues, offset the parent correctly
1 Year Ago
Point guns in the correct direction
1 Year Ago
Spawn 2 50cal guns for the dual version and point both slightly inwards to rotate towards the same forward Ensure you cant loot the front turret ammo (this will be used by NPCs for reloads)
1 Year Ago
New 50 cal bounds
1 Year Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
1 Year Ago
Fix bone name collisions with my crappy year old tool
1 Year Ago
Further pivot point and spawn point refinements
1 Year Ago
Make an actual item for the 50cal turret rather than using an m249
1 Year Ago
naval_update -> naval_update/gun_turret
1 Year Ago
extend_menu_loadingscreen -> main
1 Year Ago
logs
1 Year Ago
extend_menu_loadingscreen -> main
1 Year Ago
Add 'finalising' step to the main menu loading screen (only the very first one), this masks any final extra processing steps that are required and helps shield the user from a bad stutter We were showing the menu slightly too early before processing was fully complete
1 Year Ago
prioritise_premium_community_2 -> main
1 Year Ago
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
1 Year Ago
twitch_modal_dash_support -> main
1 Year Ago
Support loading twitch drop campaign image from the dash Load when first starting up the menu
1 Year Ago
server_browser_budgeting -> main
1 Year Ago
Use a stopwatch to check how long we are taking on the current ServerCacheQuery batch, if over 2ms then yield for the next frame, or continuously allow processing up to 50 elements per time This (in reality) results in a constant overhead of 4ms until the results are processed rather than a single lag spike. I think its better and can be tuned a bit more in future by just upping the budget By the time you've click the server browser a few seconds have passed and most of the queue is empty anyway
1 Year Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay
1 Year Ago
Do the mode parsing inside the ServerInfo single loop itself. This saves us around 15% of total ms cost per server info constructor creation Ends up saving around 14ms~ when creating a batch of 500 ServerInfos
1 Year Ago
Fix all of the weird rotation issues
1 Year Ago
Swap to quaternions - getting gimbal lock already
1 Year Ago
Stop the turret from flipping the equipped weapon
1 Year Ago
Using Syncvars - raw move the turret to be pointing the intended directin of the user
1 Year Ago
Fix the seat mount spawning us at weird angles (removed eye override)
1 Year Ago
- New turret setup - Can now mount turret - Server inputs passed as normal through the seat to the mounted weapon - Can setup the mounted weapon with any in game BaseProjectile weapon (m249 for now) - Backend like the attack helicopter gunner, echo out server movements to the client - String pool gen - Manifest
1 Year Ago
MountedWeaponSeat is now a generic style of seat that can be used with any attached turret Create ServersideMountedWeapon, borrowing a lot of code from the attack helicopter turret Setup interfaces to facilitate the generic seat Add Check.IsValidWeapon to check if an Item is a valid weapon
1 Year Ago
Mounted weapon seat and mounted weapon owner system
1 Year Ago
pt_boat_gun_setup -> naval_update
1 Year Ago
Turret placement setup
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Compile fixes
1 Year Ago
Codegen after merging naval update
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
Fix compile error with our new changes
1 Year Ago
Remove a dumb 200 byte allocation on our blur step
1 Year Ago
Codegen
1 Year Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
1 Year Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
1 Year Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
1 Year Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
1 Year Ago
AI boats will now attempt to ram players
1 Year Ago
AI Boats will sometimes drive by the targets then pull in front or behind them
1 Year Ago
Reverse steering if we are going backwards
1 Year Ago
Bring back incremental steering
1 Year Ago
Fixed bugs with moving the claim from one boat to the other
1 Year Ago
If a claimant boat to a target is removed then inform the other boats that a new claimant position has opened up This means if you kill the main boat attacking you, the other boats waiting in the attack 'queue' can have a stab at killing you instead
1 Year Ago
Much better near and far distances when dealing with the boat coordinator Debugging