4,565 Commits over 731 Days - 0.26cph!
Dont kill rest of the scientists when the driver dies (not intentional)
scientist_boat_ai -> naval_update
Only allow killing scientists to happen once
Call die on scientists so the loot bags spawn
Fix logic bug in pursue player that could possibly cause recursive behaviour (Active target check was flipped)
naval_update -> scientist_boat_ai
pt_boat_2 -> naval_update
naval_update -> pt_boat_2
Lerp when not using sights based on a fixed sensitivity value
Client Prediction V2:
Calculate a common time frame reference to send as a time key
Hold a list of 20 previous predicted states on the client
On receving a new server state: check your list
Reconcille if needed
Swap over TIme.time to Epoch.Current so we can have consistent time values on the client + server
Dont compare raw positions for state dirty
Fix rear turret being on the wrong camera mode
Force front turret to go into a neutral position when reloading (ugly right now)
Play attack animations on the player when attacking (from a turret)
Modernise the PT Boat prefab
Remove a bunch of unneeded stuff
Fixed yaw issues on ptboat front turret
Setup 3rd person reload effects on turrets
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
Fix muzzle fire appearing at the wrong place
Swap to the rigged versions of the 50 cals
Fixed front turret only reloading the left 50 cal
Fix SV_ReloadStart error on rear turret
Another manifest
Finally working with some clean prefabs
Setup prefab world model animators
Setup animator rigs
Fixed bug preventing you from sitting in the front turret
More aim position tweaks
Realign rear turret again
Recreate the left,right and single 50 cal entities with the new prefabs
Get it hooked up like before
naval_update -> pt_boat_2
scientist_boat_ai -> naval_update
If a boat is sinking dont keep trying to apply corrective forces. These forces have always been applied - without it boat sinking looks really cool
Ensure players are properly killed
Dont do any clipping checks for AI on the PT Boat and RHIB
Add new ClippingCheckAiMode to BaseVehicle.Server
Let's us skip clipping checks for AI, or apply to both AI and players
scientist_boat_ai -> naval_update
Boat AI will automatically turn on the lights if its nighttime, keeps them off if its day
Better lights on the RHIB
Use raycasts for avoidance instead. Spherecasts are just too unstable
When boat dies kill all remaining scientist on board
scientist_boat_ai -> naval_update
Pass mount point for spawning, dont rely on position
scientist_boat_ai -> naval_update
Stop info box breaking with 'null action'
Dont ram a player if they are way higher up on an island
Stop group members including themselves in the pursuit notifications
This prevents an infinite loop when pursuing a player
Better scientist mount position spawning code
Compile fixes
Ensure boats have minimum: driver and turrets
Then at least 1 other
Then we coin flip each subsequent scientist