branchrust_reboot/main/naval_update/turret_head_animationscancel

38 Commits over 31 Days - 0.05cph!

57 Days Ago
naval_update -> turret_head_animations
2 Months Ago
More NRE fixes - lods were swapping before seat ref was established
2 Months Ago
2 Months Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
2 Months Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
2 Months Ago
Another compile fix
2 Months Ago
Fixed compile errors
2 Months Ago
Stop the reload animations of a turret if you hop off
2 Months Ago
Fix some issues with my one shot cancellation
2 Months Ago
Stop current player one shot if mounting or dismounting
2 Months Ago
Made front turret way smoother to look around with
2 Months Ago
Rear turret eye adjustment to remove clipping
2 Months Ago
naval_update -> turret_head_animations
2 Months Ago
2 Months Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
2 Months Ago
Reorient the front point pivot
2 Months Ago
Fixed position offset on the front turret
2 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
2 Months Ago
Animation pass on the rear 50cal
2 Months Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
2 Months Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
2 Months Ago
Yaw needs to be set as well due to where our animation starts
2 Months Ago
Actually set the pitch values to prevent them trying to continue where they left off
2 Months Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
2 Months Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
2 Months Ago
naval_update -> turret_head_animations
2 Months Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
2 Months Ago
front 50cal view model camera animations - block out
2 Months Ago
Predict reload syncvar
2 Months Ago
- Apply head animations to be in reference to the starting head position/rotation
2 Months Ago
viewmodel camera animations for rear 50cal
2 Months Ago
Added front controllers
2 Months Ago
minor tweaks
2 Months Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
2 Months Ago
More leg fixes
2 Months Ago
Disable leg animator to stop hand IKs going crazy
2 Months Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
2 Months Ago
Enable arms on both turret seats