userIan Hendersoncancel
branchrust_reboot/main/naval_update/turret_head_animationscancel

33 Commits over 31 Days - 0.04cph!

4 Months Ago
naval_update -> turret_head_animations
5 Months Ago
More NRE fixes - lods were swapping before seat ref was established
5 Months Ago
5 Months Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
5 Months Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
5 Months Ago
Another compile fix
5 Months Ago
Fixed compile errors
5 Months Ago
Stop the reload animations of a turret if you hop off
5 Months Ago
Fix some issues with my one shot cancellation
5 Months Ago
Stop current player one shot if mounting or dismounting
5 Months Ago
Made front turret way smoother to look around with
5 Months Ago
naval_update -> turret_head_animations
5 Months Ago
5 Months Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
5 Months Ago
Reorient the front point pivot
5 Months Ago
Fixed position offset on the front turret
5 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
5 Months Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
5 Months Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
5 Months Ago
Yaw needs to be set as well due to where our animation starts
5 Months Ago
Actually set the pitch values to prevent them trying to continue where they left off
5 Months Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
5 Months Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
5 Months Ago
naval_update -> turret_head_animations
5 Months Ago
Predict reload syncvar
5 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
5 Months Ago
Added front controllers
5 Months Ago
minor tweaks
5 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
5 Months Ago
More leg fixes
5 Months Ago
Disable leg animator to stop hand IKs going crazy
5 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
5 Months Ago
Enable arms on both turret seats