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1,009 Commits over 457 Days - 0.09cph!

1 Year Ago
merge fix_invisible_nametags to main
1 Year Ago
MemClear query vis arrays before scheduling new jobs to fix nametags sometimes staying invisible after teleporting.
1 Year Ago
Fix cannon rotation being independent of the boat when turning.
1 Year Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
1 Year Ago
Fix wrong gibs on cannon
1 Year Ago
merge tropical1_prefab to deep_sea
1 Year Ago
Setup s2p for tropical1, bake the prefab
1 Year Ago
Bake terrain mesh with LODs for tropical_1
1 Year Ago
merge terrain to mesh utility into deep_sea
1 Year Ago
Implement cannon reloading animations
1 Year 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.
1 Year Ago
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
1 Year Ago
Fix player model OnEnable being called before any of the init fields were set.
1 Year Ago
merge from deployable_cannon
1 Year Ago
merge from deployable_cannon
1 Year Ago
Play recoil anim on the mounted player model, push up missing protobuf files
1 Year Ago
Clear one shot layer once the clip is done playing, add a full body mask.
1 Year Ago
Sync mounted player references to clients
1 Year Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
1 Year Ago
merge ghostship_npcs to naval_update
1 Year Ago
Setup enemy spawners for all ghost ship variants
1 Year Ago
Setup navigation for all ghostship variants
1 Year Ago
Setup new cannon models
1 Year Ago
merge from deployable_cannon
1 Year 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;"
1 Year Ago
merge from main
1 Year Ago
Fix cannons using the wrong dismount points when on a boat
1 Year Ago
merge to naval_update
1 Year Ago
merge from naval_update
1 Year Ago
Fix up dismount points on cannons and cannonball LODs
1 Year Ago
merge queryvisoptimization_bugs to main
1 Year Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
1 Year Ago
Create tooling to setup mesh LODs for terrain chunks.
1 Year Ago
merge cherry_pick_iteration_speed to main
1 Year Ago
Cherry pick interation speed prefs
1 Year Ago
merge iteration_time_improvements to naval_update
1 Year Ago
Disable deep sea in playground
1 Year Ago
Add settings on Editor Preferences to speed up entering playmode
1 Year Ago
merge cannon_code to naval_update
1 Year Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
1 Year Ago
merge new cannonball model into cannon_code
1 Year Ago
Fix cannon ammo staying active after firing
1 Year Ago
merge from naval_update
1 Year Ago
merge from main
1 Year Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
1 Year 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.
1 Year Ago
merge from deployable_cannon
1 Year Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
1 Year Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
1 Year Ago
merge from naval_update