useroctocancel

928 Commits over 396 Days - 0.10cph!

11 Months Ago
Setup new cannon models
11 Months Ago
merge from deployable_cannon
11 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;"
11 Months Ago
merge from main
11 Months Ago
Fix cannons using the wrong dismount points when on a boat
11 Months Ago
merge to naval_update
11 Months Ago
merge from naval_update
11 Months Ago
Fix up dismount points on cannons and cannonball LODs
11 Months Ago
merge queryvisoptimization_bugs to main
11 Months Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
11 Months Ago
Create tooling to setup mesh LODs for terrain chunks.
11 Months Ago
merge cherry_pick_iteration_speed to main
11 Months Ago
Cherry pick interation speed prefs
11 Months Ago
merge iteration_time_improvements to naval_update
11 Months Ago
Disable deep sea in playground
11 Months Ago
Add settings on Editor Preferences to speed up entering playmode
11 Months Ago
merge cannon_code to naval_update
11 Months Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
11 Months Ago
merge new cannonball model into cannon_code
11 Months Ago
Fix cannon ammo staying active after firing
11 Months Ago
merge from naval_update
11 Months Ago
merge from main
11 Months Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
11 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.
11 Months Ago
merge from deployable_cannon
11 Months Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
11 Months Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
11 Months Ago
merge from naval_update
11 Months Ago
merge cherrypick_queryvisjobs_optimizations to main
11 Months Ago
cherry pick query vis optimizations
11 Months Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
11 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.
11 Months Ago
merge naval_update to cannon_code
11 Months Ago
Fix mouse aiming with the cannon
12 Months Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
12 Months Ago
merge client_io_standalone_lines to naval_update
12 Months Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
12 Months Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
12 Months Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
12 Months Ago
merge strip_ghostship_renderbatch to naval_update
12 Months Ago
Strip renderer batch components from ghost ships
12 Months Ago
merge dynamic_environment_volumes to naval_update
12 Months Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
12 Months Ago
merge ghost ship variants to naval_update
12 Months Ago
Add ghostship variants to deep sea manager spawning
12 Months Ago
null check for RendererLOD.CanCollapse
12 Months Ago
merge to naval_update
12 Months Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
12 Months Ago
Disable global broadcast on all ghost ship variants
12 Months Ago
Fix ship wire spam on variants: move overrides to the wire prefab.