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741 Commits over 365 Days - 0.08cph!

9 Months Ago
Implement cannon reloading animations
9 Months Ago
Implement animation handles for code driven player model animations, basically the same as one shots but with a way to control them after they get added to the mixer.
9 Months Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
9 Months Ago
Fix player model OnEnable being called before any of the init fields were set.
9 Months Ago
merge from deployable_cannon
9 Months Ago
merge from deployable_cannon
9 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
9 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
9 Months Ago
Sync mounted player references to clients
9 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
9 Months Ago
merge ghostship_npcs to naval_update
9 Months Ago
Setup enemy spawners for all ghost ship variants
9 Months Ago
Setup navigation for all ghostship variants
9 Months Ago
Setup new cannon models
9 Months Ago
merge from deployable_cannon
9 Months Ago
Add "wait" command support, to help test an unrelated bug. Allows for chaining commands, waiting x frames, then chaining another set. for e.g. "teleportpos; wait 3; teleportpos;"
9 Months Ago
merge from main
9 Months Ago
Fix cannons using the wrong dismount points when on a boat
9 Months Ago
merge to naval_update
10 Months Ago
merge from naval_update
10 Months Ago
Fix up dismount points on cannons and cannonball LODs
10 Months Ago
merge queryvisoptimization_bugs to main
10 Months Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
10 Months Ago
Create tooling to setup mesh LODs for terrain chunks.
10 Months Ago
merge cherry_pick_iteration_speed to main
10 Months Ago
Cherry pick interation speed prefs
10 Months Ago
merge iteration_time_improvements to naval_update
10 Months Ago
Disable deep sea in playground
10 Months Ago
Add settings on Editor Preferences to speed up entering playmode
10 Months Ago
merge cannon_code to naval_update
10 Months Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
10 Months Ago
merge new cannonball model into cannon_code
10 Months Ago
Fix cannon ammo staying active after firing
10 Months Ago
merge from naval_update
10 Months Ago
merge from main
10 Months Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
10 Months Ago
Replace old model with the new LODed model. Adjust: cannon hand IK, pitch clamping to fix the cannon clipping into itself, mount anchor offsets.
10 Months Ago
merge from deployable_cannon
10 Months Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
10 Months Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
10 Months Ago
merge from naval_update
10 Months Ago
merge cherrypick_queryvisjobs_optimizations to main
10 Months Ago
cherry pick query vis optimizations
10 Months Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
10 Months Ago
Optimize query vis job runner: - Enable burst on existing query vis jobs - Don't immediately complete jobs, let query vis be delayed by a frame.
10 Months Ago
merge naval_update to cannon_code
10 Months Ago
Fix mouse aiming with the cannon
10 Months Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
10 Months Ago
merge client_io_standalone_lines to naval_update
10 Months Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.