useroctocancel

407 Commits over 153 Days - 0.11cph!

2 Months Ago
Fix cannon rotation being independent of the boat when turning.
2 Months Ago
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
2 Months Ago
Fix wrong gibs on cannon
2 Months Ago
merge tropical1_prefab to deep_sea
2 Months Ago
Setup s2p for tropical1, bake the prefab
2 Months Ago
Bake terrain mesh with LODs for tropical_1
2 Months Ago
merge terrain to mesh utility into deep_sea
3 Months Ago
Implement cannon reloading animations
3 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.
3 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.
3 Months Ago
Fix player model OnEnable being called before any of the init fields were set.
3 Months Ago
merge from deployable_cannon
3 Months Ago
merge from deployable_cannon
3 Months Ago
Play recoil anim on the mounted player model, push up missing protobuf files
3 Months Ago
Clear one shot layer once the clip is done playing, add a full body mask.
3 Months Ago
Sync mounted player references to clients
3 Months Ago
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
3 Months Ago
merge ghostship_npcs to naval_update
3 Months Ago
Setup enemy spawners for all ghost ship variants
3 Months Ago
Setup navigation for all ghostship variants
3 Months Ago
Setup new cannon models
3 Months Ago
merge from deployable_cannon
3 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;"
3 Months Ago
merge from main
3 Months Ago
Fix cannons using the wrong dismount points when on a boat
3 Months Ago
merge to naval_update
3 Months Ago
merge from naval_update
3 Months Ago
Fix up dismount points on cannons and cannonball LODs
3 Months Ago
merge queryvisoptimization_bugs to main
3 Months Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
3 Months Ago
Create tooling to setup mesh LODs for terrain chunks.
3 Months Ago
merge cherry_pick_iteration_speed to main
3 Months Ago
Cherry pick interation speed prefs
3 Months Ago
merge iteration_time_improvements to naval_update
3 Months Ago
Disable deep sea in playground
3 Months Ago
Add settings on Editor Preferences to speed up entering playmode
3 Months Ago
merge cannon_code to naval_update
3 Months Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
3 Months Ago
merge new cannonball model into cannon_code
3 Months Ago
Fix cannon ammo staying active after firing
3 Months Ago
merge from naval_update
3 Months Ago
merge from main
3 Months Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
3 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.
3 Months Ago
merge from deployable_cannon
3 Months Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
3 Months Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
3 Months Ago
merge from naval_update
3 Months Ago
merge cherrypick_queryvisjobs_optimizations to main
3 Months Ago
cherry pick query vis optimizations