useroctocancel

483 Commits over 215 Days - 0.09cph!

5 Months Ago
Fix cannons using the wrong dismount points when on a boat
5 Months Ago
merge to naval_update
5 Months Ago
merge from naval_update
5 Months Ago
Fix up dismount points on cannons and cannonball LODs
5 Months Ago
merge queryvisoptimization_bugs to main
5 Months Ago
Fix threading issues with removing transforms from query vis, clean up null transform access array entries for pending removals.
5 Months Ago
Create tooling to setup mesh LODs for terrain chunks.
5 Months Ago
merge cherry_pick_iteration_speed to main
5 Months Ago
Cherry pick interation speed prefs
5 Months Ago
merge iteration_time_improvements to naval_update
5 Months Ago
Disable deep sea in playground
5 Months Ago
Add settings on Editor Preferences to speed up entering playmode
5 Months Ago
merge cannon_code to naval_update
5 Months Ago
Fix missing material on cannonball, replace old cannon projectiles with the new model
5 Months Ago
merge new cannonball model into cannon_code
5 Months Ago
Fix cannon ammo staying active after firing
5 Months Ago
merge from naval_update
5 Months Ago
merge from main
5 Months Ago
Make the cannon handle spin depending on the height of the back block, raise/lower the back block as the cannon rotates
5 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.
5 Months Ago
merge from deployable_cannon
5 Months Ago
Suppress warning in prefab preprocess for when we're running in CLIENT and SERVER, otherwise it shows up as unreachable code.
5 Months Ago
Rework cannon reloading: - Don't start reloading if we have no ammo - Cancelling a reload restarts reload progress
5 Months Ago
merge from naval_update
5 Months Ago
merge cherrypick_queryvisjobs_optimizations to main
5 Months Ago
cherry pick query vis optimizations
5 Months Ago
Don't keep count of processed transforms, they no longer vary. Reset pendingTransforms to avoid domain reload issues.
5 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.
5 Months Ago
merge naval_update to cannon_code
5 Months Ago
Fix mouse aiming with the cannon
5 Months Ago
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
5 Months Ago
merge client_io_standalone_lines to naval_update
5 Months Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
5 Months Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
5 Months Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
5 Months Ago
merge strip_ghostship_renderbatch to naval_update
5 Months Ago
Strip renderer batch components from ghost ships
5 Months Ago
merge dynamic_environment_volumes to naval_update
5 Months Ago
Fix spatially aware environment volumes, don't serialize fields that were previously properties.
5 Months Ago
merge ghost ship variants to naval_update
5 Months Ago
Add ghostship variants to deep sea manager spawning
5 Months Ago
null check for RendererLOD.CanCollapse
5 Months Ago
merge to naval_update
5 Months Ago
Fix environment manager breaking with skip domain reload, clean up animator hash fields getting included in ResetStaticFields.
5 Months Ago
Disable global broadcast on all ghost ship variants
5 Months Ago
Fix ship wire spam on variants: move overrides to the wire prefab.
5 Months Ago
Add ghostship B/C/D variants
6 Months Ago
merge ghostship_timeouts to naval_update
6 Months Ago
Fix compile error with timeout overrides
6 Months Ago
merge from naval_update