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4,687 Commits over 762 Days - 0.26cph!

40 Days Ago
naval_update/gun_turret -> naval_update
40 Days Ago
Manifest Codegen
40 Days Ago
naval_update -> gun_turret
40 Days Ago
Apply changes to default prefab
40 Days Ago
Make turret entity invinsible Position changes
40 Days Ago
Rename internall turret seat Move aim position Manifest
41 Days Ago
Interpolate server states with IGenericLerpTarget, thanks Bill!
41 Days Ago
Swap yaw/pitch sync vars over to a single ServersideMountedWeaponSnapshot syncvar
41 Days Ago
Fix more rotation issues, offset the parent correctly
41 Days Ago
Point guns in the correct direction
41 Days 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)
41 Days Ago
New 50 cal bounds
41 Days Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
41 Days Ago
Fix bone name collisions with my crappy year old tool
41 Days Ago
Further pivot point and spawn point refinements
41 Days Ago
Make an actual item for the 50cal turret rather than using an m249
41 Days Ago
naval_update -> naval_update/gun_turret
43 Days Ago
extend_menu_loadingscreen -> main
43 Days Ago
logs
44 Days Ago
extend_menu_loadingscreen -> main
44 Days 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
44 Days Ago
prioritise_premium_community_2 -> main
44 Days Ago
Only show prioritise premium if the browser can even support it Ensure it only works for the official category
44 Days Ago
twitch_modal_dash_support -> main
44 Days Ago
Support loading twitch drop campaign image from the dash Load when first starting up the menu
44 Days Ago
server_browser_budgeting -> main
44 Days 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
44 Days Ago
Drop match ServerInfo creation batch size from 500 to 50, and use Task.Yield() rather than delay
44 Days 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
44 Days Ago
Fix all of the weird rotation issues
44 Days Ago
Swap to quaternions - getting gimbal lock already
44 Days Ago
Stop the turret from flipping the equipped weapon
44 Days Ago
Using Syncvars - raw move the turret to be pointing the intended directin of the user
44 Days Ago
Fix the seat mount spawning us at weird angles (removed eye override)
44 Days 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
45 Days 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
45 Days Ago
Mounted weapon seat and mounted weapon owner system
45 Days Ago
pt_boat_gun_setup -> naval_update
45 Days Ago
Turret placement setup
45 Days Ago
scientist_boat_ai -> naval_update
45 Days Ago
Compile fixes
45 Days Ago
Codegen after merging naval update
45 Days Ago
naval_update -> scientist_boat_ai
45 Days Ago
Fix compile error with our new changes
46 Days Ago
Remove a dumb 200 byte allocation on our blur step
46 Days Ago
Codegen
46 Days Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
46 Days Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
46 Days Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
46 Days 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