useroctocancel

240 Commits over 62 Days - 0.16cph!

1 Hour Ago
merge ghostship_npcs to naval_update
1 Hour Ago
Setup enemy spawners for all ghost ship variants
2 Hours Ago
Setup navigation for all ghostship variants
3 Hours Ago
Setup new cannon models
6 Hours Ago
merge from deployable_cannon
6 Hours 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;"
Today
merge from main
Yesterday
Fix cannons using the wrong dismount points when on a boat
Yesterday
merge to naval_update
2 Days Ago
merge from naval_update
2 Days Ago
Fix up dismount points on cannons and cannonball LODs
2 Days Ago
merge queryvisoptimization_bugs to main
2 Days Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
2 Days Ago
Create tooling to setup mesh LODs for terrain chunks.
3 Days Ago
merge cherry_pick_iteration_speed to main
3 Days Ago
Cherry pick interation speed prefs
3 Days Ago
merge iteration_time_improvements to naval_update
3 Days Ago
Disable deep sea in playground
3 Days Ago
Add settings on Editor Preferences to speed up entering playmode
6 Days Ago
merge cannon_code to naval_update
6 Days Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
6 Days Ago
merge new cannonball model into cannon_code
6 Days Ago
Fix cannon ammo staying active after firing
6 Days Ago
merge from naval_update
6 Days Ago
merge from main
6 Days Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
6 Days 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.
6 Days Ago
merge from deployable_cannon
6 Days Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
6 Days Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
6 Days Ago
merge from naval_update
7 Days Ago
merge cherrypick_queryvisjobs_optimizations to main
7 Days Ago
cherry pick query vis optimizations
7 Days Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
7 Days 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.
8 Days Ago
merge naval_update to cannon_code
8 Days Ago
Fix mouse aiming with the cannon
9 Days Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
9 Days Ago
merge client_io_standalone_lines to naval_update
9 Days Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
9 Days Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
9 Days Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
10 Days Ago
merge strip_ghostship_renderbatch to naval_update
10 Days Ago
Strip renderer batch components from ghost ships
13 Days Ago
merge dynamic_environment_volumes to naval_update
13 Days Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
13 Days Ago
merge ghost ship variants to naval_update
13 Days Ago
Add ghostship variants to deep sea manager spawning
13 Days Ago
null check for RendererLOD.CanCollapse
13 Days Ago
merge to naval_update