useroctocancel

483 Commits over 215 Days - 0.09cph!

Today
Fix trails following cannonballs during reloads and when moving the cannon around.
Today
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Today
merge buoyancy_fixes to main
Today
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Today
merge cannon_protection to main
Today
update from main
Today
merge from cannon_slowdown
Today
run codegen :facepalm:
Today
Move cannon hit checking to TakeDamage, balance cannon slowdown so that its actually noticeable (0.7->0.3)
Today
Remove "Disable Platform Services" from iteration speed editor menu, it breaks way too often while other settings are generally safe to use.
Today
Add cvar for controlling cannon hit slowdown on boats
Today
update from main
5 Days Ago
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6 Days Ago
Slow down player boats when after being hit by cannons.
7 Days Ago
Add protection for mounted cannon users (50% to all for now)
8 Days Ago
merge nre_fix back to main
8 Days Ago
Fix buoyancy batching throwing errors in scenes without a water system/ocean sim.
11 Days Ago
Fix buoyancy submerged states being incorrect while batching. Slight perf improvement from no longer calling submerged callbacks for no reason. (thanks BlackLightning)
18 Days Ago
Remove scaled fuse animation time. Fix curve for fuse burn material being scaled to the original 3s.
18 Days Ago
Change original fuse animation time to 1s to fix animation timescaling.
19 Days Ago
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
21 Days Ago
Add sidechecks to cannons to fix being able to rotate into no longer mountable spots.
21 Days Ago
Default buoyancy batching to on.
21 Days Ago
Fix cannon handle spinning with buoyancy.
24 Days Ago
merge cannon window clipping fix
24 Days Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
24 Days Ago
merge small cannon fixes to main
24 Days Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
25 Days Ago
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
25 Days Ago
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25 Days Ago
merge back updated tropical1
25 Days Ago
Fix tropical1 floating: Offset everything by terrain + overgrowth, move prefab transform back to 0
26 Days Ago
Rebake trop1
27 Days Ago
Fix native grid crash from completely broken clamping, add tests for native grid. Add buoyancy null checks to fix init errors when loading saves
28 Days Ago
Fix crash from unclamped indices when batch fetching flow directions.
33 Days Ago
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
33 Days Ago
Add cannon reload animations to the shared content bundle.
33 Days Ago
Bump up cannon health by 3x to 1000. Fix camera clipping while aiming the cannon on a boat.
34 Days Ago
Add another query check for native grids. dont set water infos if queries dont find anything
34 Days Ago
Animate cannon fuse to show whether the cannon is loaded or not, keeping this as a backup.
34 Days Ago
Allow repairing cannons
34 Days Ago
Fix native grid crash with buoyancy batching enabled
35 Days Ago
merge anim fix to main
35 Days Ago
Fix edge case with playable graphs already being setup when spawning a player model, immediately set isPlayableSetup rather than next frame.
38 Days Ago
Last compile fix, tm.
38 Days Ago
Another burst compile error
38 Days Ago
Fix burst compile error
38 Days Ago
merge back buoyancy_improvements. shared static buffer size changed - pulling this changeset requires an editor restart.
38 Days Ago
Add readonly container for ocean simulation data to make parallel use a bit more sane, it was previously just disabling all read/write restictions.
38 Days Ago
Fix native grid not having a non unique add method like the managed version.