branchrust_reboot/main/naval_update/pt_boat_turretscancel
49 Commits over 0 Days - ∞cph!
- Flipped puinch (way nicer)
Much better fov punch system - ditch the spring
- Realignment of the right 50cal after merge
- Adjustments to the muzzle position
- Stop 'hands up' (DONT SHOOT) at the end of reloading
- More merge conflicts
- Increased FOV punch
Deep sea portal partial (again)
50cal_Animations -> pt_boat_turrets
- Remove LOS checks for aggro
- Increase PT Boat aggro to 250
- Added an FOV punch when attacking
- Extra prevention to prevent punching in a bunch of scenarios
- Add some smoothing to the rear turret
- Fix aiming smoothing of the front gun
- Fix seat nre in client
Don't play the client tick if no one is home
Bring back lerping to 0 when you reload rather than a hard set
- FIx the dumbest angles conversion bug of all time
- Stop NRE when mounting the rear turret (ocassionaly happening?)
- Ensure animations play at normalized time of 0
Added soome more null checks in handle aiming - should stop on mount nre
- Fix turrets randomly snapping to stupid rotations for no reason
naval_update -> pt_boat_turrets
Compile fixes for shared aiming method
- Fix snapshot states not being replicated properly
- Fixed ai inconsistent aiming angles
Ready to merge
Lerp to 0,0 properly on reload (mostly affects the front turret)
Cleaned up the front turret aiming system
Replicate seat changes of naval_update branch
naval_update -> pt_boat_turrets
- Minor polish pass on some front turret behaviour
- Restored AI on rear turret, front turret still needs a little work so I can't merge yet
- Fully client predict the front turret (new system allows me to get away with this)
- Front turret lerps to the reconcile point rather than setting it (feels like crap otherwise)
- Restored seat updates
Rewrote the reload system
Strip back all of the turret code:
- Simpler prediction/reconcilliation
- Got everything back to working again (except reloads)
- Support for both turret types as usual
- Lerp state rather than trying to force it (feels way better to aim with)
- Only calculate time different once (states times dont line up)
- Store states in local time instead
- Of course we have to add the time difference offset (in order to find the right state), not take away
- More conversions in places there shouldn't be any
- use aliased angles in aiming snapshot, not old values
Don't reconcile with present states
- Dont mix local pivot angles and global pitch/yaw angles
- Full rewrite of angle processing code
- Cleanup Client + Server prediction code: create one unified method
Send right first server snapshot time
Only show crosshair when not using sights (front turret)
Only bother reconcilling when firing or reloading (like the ballista), active prediction is proving bothersome with the waves
Increase lerp states from 6 to 12
Extra protection to on cl_attack and on cl_reload
naval_update -> pt_boat_turrets
Can't try to fire whilst reloading
Masked out the rear 50 cal turret body animation
Force seat position updates on the front turret. Gets around any of the weird pivoting with the player going closer to one or the other side of the turret
Fix another screwed up pivot on the front turret
Fix slightly off player pivot on front turret
- Stop being able to aim off at high angles at the extreme clamps of the turret. Require gun forward to be sort of aligned with correct forward direction
- Reduce front turret sensitivity
Fix front turret rotation clamping not working properly at offset boat rotations
Wait until we have 6 interpolator states before allowing non predicted turrets to lerp
Don't use pre-existing rotation as the intial client pitch/yaw - this causes snapping on the front turret when you were jumping on