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432 Commits over 184 Days - 0.10cph!

3 Months Ago
Fix InfoZone NRE from scientists on ghostships
3 Months Ago
merge npc parenting to naval update.
3 Months Ago
merge back cannon and player animator fixes to naval_update
3 Months Ago
Embed playable graph tooling
3 Months Ago
Reset base animator layer weight whenever we're not playing one shots.
3 Months Ago
Add server convar to allow mounting the cannons outside of boats
3 Months Ago
Revert cannon prefab to before it exploded
3 Months Ago
Add parenting to NPCSpawner and set it up for ghostships
3 Months Ago
Fix scientists walking through the container on ghostship_d
3 Months Ago
Fix player model playable graph NRE on other players.
3 Months Ago
push up 2nd half of the asset
3 Months Ago
Push up new meshing asset with source
3 Months Ago
Remove old meshing asset
3 Months Ago
Fix buried items error when loading a save file
3 Months Ago
merge from more_cannon_fixes
3 Months Ago
Sails/planks/anchors/steering wheels can no longer be placed on normal construction You can't no longer use a normal planner on boat netting, Hulls no longer work on normal terrain.
3 Months Ago
merge from more_cannon_fixes to naval_update
3 Months Ago
Add `SocketMod_BoatBuildingBlock` to handle only placing cannons on player boats.
3 Months Ago
Limit cannon deploying only to construction
4 Months Ago
merge from cannon_animation
4 Months Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
4 Months Ago
merge from naval_update
4 Months Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
4 Months Ago
merge fix_invisible_nametags to main
4 Months Ago
MemClear query vis arrays before scheduling new jobs to fix nametags sometimes staying invisible after teleporting.
4 Months Ago
Fix cannon rotation being independent of the boat when turning.
4 Months Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
4 Months Ago
Fix wrong gibs on cannon
4 Months Ago
merge tropical1_prefab to deep_sea
4 Months Ago
Setup s2p for tropical1, bake the prefab
4 Months Ago
Bake terrain mesh with LODs for tropical_1
4 Months Ago
merge terrain to mesh utility into deep_sea
4 Months Ago
Implement cannon reloading animations
4 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.
4 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.
4 Months Ago
Fix player model OnEnable being called before any of the init fields were set.
4 Months Ago
merge from deployable_cannon
4 Months Ago
merge from deployable_cannon
4 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
4 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
4 Months Ago
Sync mounted player references to clients
4 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
4 Months Ago
merge ghostship_npcs to naval_update
4 Months Ago
Setup enemy spawners for all ghost ship variants
4 Months Ago
Setup navigation for all ghostship variants
4 Months Ago
Setup new cannon models
4 Months Ago
merge from deployable_cannon
4 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;"
4 Months Ago
merge from main
4 Months Ago
Fix cannons using the wrong dismount points when on a boat