160,143 Commits over 4,566 Days - 1.46cph!

1 Year Ago
Update: UsePlayerTasks - lifting skipping logic out of OcclusionLineOfSight to caller - left a couple more TODOs as I found a weirdness in the original code Only thing left in OcclusionLineOfSight is grid-cell caching and deduplication. Tests: none, discovered unit tests are broken since I upgraded occlusion cache version a month ago. Will fix and test later
1 Year Ago
Topologies
1 Year Ago
Final splatting/sculpts.
1 Year Ago
Reload animations running on front and rear turrets Setup new controllers Setting to enable/disable signalling the reload animation from the server on held entities
1 Year Ago
Modified mounted steering wheel interaction collider so interactions only show when looking down towards the bottom of the wheel. This prevents the interactions showing when trying to drive the boat normally. Override and implemented LookingAtEngine on PlayerBoatPrivilege
1 Year Ago
merge from misc_fixes
1 Year Ago
added indicators for ammo types: slug, smoke, buckshot
1 Year Ago
Fix muzzle fire appearing at the wrong place
1 Year Ago
Re-apply CodeGen
1 Year Ago
All boat items (steering, sail, engines, etc) are usable by anyone until a wheel lock code is set, and then only if you're authed on the wheel.
1 Year Ago
Swap to the rigged versions of the 50 cals
1 Year Ago
Reset some CodeGen to their state on /main
1 Year Ago
merge from fix_deep_sea_network_layer -> naval_update
1 Year Ago
CodeGen
1 Year Ago
Fixed front turret only reloading the left 50 cal
1 Year Ago
Rebase on /main
1 Year Ago
Fix SV_ReloadStart error on rear turret
1 Year Ago
Another manifest Finally working with some clean prefabs
1 Year Ago
bug fixes, cleaned up scene folders
1 Year Ago
audio clip properties updates
1 Year Ago
added ADS attack anim for rpg skin viemodel
1 Year Ago
initial WIP directional drag (not balanced and not fast) - take a set of planes offset from hull block bounds at a regular set interval - project min/max bounds extents onto plane and perform a set of raycasts in flow direction and use dot of normal against -flow to scale drag impact and accumulate - drag is saved per-angle and will update for the boat at set intervals by slerping between nearest values to current angle of velocity against forward - considering this as "drag" currently, but may apply this as a force for easier control
1 Year Ago
DLC tab background fading
1 Year Ago
Ton more auth work, including new functionality, improvements, fixes and menu usability tweaks.
1 Year Ago
Setup prefab world model animators Setup animator rigs Fixed bug preventing you from sitting in the front turret More aim position tweaks
1 Year Ago
Optim: UsePlayerTasks - ServerOcclusion uses CustomShouldNetworkTo and CustomShouldSkipServerOcclusion Microoptim - this reduces hashset look ups and moves some checks to be run earlier. Main benefit is lifting more code out of BasePlayer.OcclusionLineOfSight Tests: none, skipping tests for now
1 Year Ago
Fix missing ghostship_d nav bake, add strip navmesh obstacle components to all ships.
1 Year Ago
Splats & sculpts.
1 Year Ago
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1 Year Ago
Rebase on /main
1 Year Ago
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1 Year Ago
Atlases, cleanup
1 Year Ago
Removed ability to repair helicopters that are in flight
1 Year Ago
merge from naval_update
1 Year Ago
Refactor StripBatchingComponents into StripComponents<T>, add StripNavmeshObstacles to fix unstable ghostship navigation.
1 Year Ago
Fix shipping_container_900_b prefabs being ignored when navmesh is built on ghostships, rebuild ghostship_d navmesh
1 Year Ago
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1 Year Ago
conditional art models, textures, material and initial prefabs setup
1 Year Ago
unlock test
1 Year Ago
Added sounds and support for an audio cue for when the wheel is centred
1 Year Ago
Realign rear turret again
1 Year Ago
Merge from shadow_cascades_light_leak_fix
1 Year Ago
Merge from main
1 Year Ago
Warhammer store page
1 Year Ago
edited small engine anims as they were too subtle previously
1 Year Ago
Add PlayerBoatPrivilege derived from VehiclePrivilege, overrides looking at engine. Make LookingAtEngine virtual on VehiclePrivilege. Added PlayerBoat.GetParentPlayerBoat as an easy way for an entity to find it's parent boat.
1 Year Ago
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1 Year Ago
Recreate the left,right and single 50 cal entities with the new prefabs Get it hooked up like before
1 Year Ago
Fix NRE in server builds when scientists are talking to each other
1 Year Ago
- Create buffers with correct flags according to `buffer_upload_mode` - Set default buffer upload mode to be "indirect" (1) - Disallow changing `buffer_upload_mode` during gameplay