branchrust_reboot/main/grenade_client_predictioncancel

27 Commits over 31 Days - 0.04cph!

Yesterday
- Fix complex on throw result - Compile fixes
Yesterday
main -> grenade_client_prediction
2 Days Ago
+ profiling
2 Days Ago
Dont call TryGetComponent 16 times a second
2 Days Ago
- Minor code cleanup - Codegen
2 Days Ago
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3 Days Ago
- Revert back to a simpler model of just client simulating the physics of a predicted grenade on ground hit - Back out of predicted grenades if it's obviously clipping through a surface
3 Days Ago
main -> grenade_client_prediction
6 Days Ago
- Gate all prediction errors behind a preafb - if prediction fails, just dont bother with it
6 Days Ago
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6 Days Ago
- Large code cleanup - Remove a bunch of unneeded, over engineered crap - Move HideUntilMobile preprocess into throwghost
7 Days Ago
main -> grenade_client_prediction
9 Days Ago
main -> grenade_client_prediction
14 Days Ago
- Setup lerp system to realign with the server - Fix bugs with immediate release mode
14 Days Ago
- New tuning dials (release types, origin types, offset types) - Setup flare with immediate mode - Clearup predicted prefab if its turned off on do prepare of an object
14 Days Ago
- Client predicted throwables now auto create a .predicted prefab which autobakes and handles all of the required prediction backend in DoPrepare - Added pooling support to predicted entities - Generated .predicted versions of all the main grenades etc - Grab a bunch of data in preprocess to avoid having to get it at runtime
14 Days Ago
Missing files
14 Days Ago
- Split logic into a seperate .Prediction file - Revert RIgidbodyInfo (not needed anymore) - Move a bunch of bake processing into DoPrepare - Send client simulated projectile at animator speed by sampling last few animator frames - Add support for flares/molotov effects - disable the real entities effects
15 Days Ago
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
15 Days Ago
Rework grenades/thrown weapons to use Rigidbody Info to grab info for prediction before its removed - similar to vehicles
15 Days Ago
Steal all of the collider/material/physics setup from the prefab of the object (still happens at runtime)
15 Days Ago
- Fix incorrect age calculations - Fix predicted projectiles step not using the sim position
15 Days Ago
- Lazily resolve grenades predicted visual - Add convar
15 Days Ago
main -> grenade_client_prediction
21 Days Ago
Embed prediction code in GrenadeWeapon and ThrownWeapon - spawn an instance of PredictedThrowGhost instead Cleanup previous single component setup
21 Days Ago
Missing files Turn off prediction for firecrackers and survery charges
22 Days Ago
Initial general attempt at grenade client prediction. Works for drops as well as throws Works for both grenade weapons and thrown weapons