407 Commits over 153 Days - 0.11cph!
Fix cannon rotation being independent of the boat when turning.
Add a way for oneshots to disable the leg animator, blend the weights for it in/out.
merge tropical1_prefab to deep_sea
Setup s2p for tropical1, bake the prefab
Bake terrain mesh with LODs for tropical_1
merge terrain to mesh utility into deep_sea
Implement cannon reloading animations
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.
Implement one shot in/out blending. Fix input weight on the main animation controller always being set to 0, causing transitions to jitter.
Fix player model OnEnable being called before any of the init fields were set.
merge from deployable_cannon
merge from deployable_cannon
Play recoil anim on the mounted player model, push up missing protobuf files
Clear one shot layer once the clip is done playing, add a full body mask.
Sync mounted player references to clients
Turn player model into a playable graph, implement one shot animations layer with additive blending and avatar masks.
merge ghostship_npcs to naval_update
Setup enemy spawners for all ghost ship variants
Setup navigation for all ghostship variants
merge from deployable_cannon
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;"
Fix cannons using the wrong dismount points when on a boat
Fix up dismount points on cannons and cannonball LODs
merge queryvisoptimization_bugs to main
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
Create tooling to setup mesh LODs for terrain chunks.
merge cherry_pick_iteration_speed to main
Cherry pick interation speed prefs
merge iteration_time_improvements to naval_update
Disable deep sea in playground
Add settings on Editor Preferences to speed up entering playmode
merge cannon_code to naval_update
Fix missing material on cannonball, replace old cannon projectiles with the new model
merge new cannonball model into cannon_code
Fix cannon ammo staying active after firing
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
Replace old model with the new LODed model.
Adjust: cannon hand IK, pitch clamping to fix the cannon clipping into itself, mount anchor offsets.
merge from deployable_cannon
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
Rework cannon reloading:
- Don't start reloading if we have no ammo
- Cancelling a reload restarts reload progress
merge cherrypick_queryvisjobs_optimizations to main
cherry pick query vis optimizations