branchrust_reboot/main/naval_update/turret_head_animationscancel

37 Commits over 31 Days - 0.05cph!

8 Days Ago
More NRE fixes - lods were swapping before seat ref was established
8 Days Ago
8 Days 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
8 Days 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.
10 Days Ago
Another compile fix
10 Days Ago
Fixed compile errors
10 Days Ago
Stop the reload animations of a turret if you hop off
10 Days Ago
Fix some issues with my one shot cancellation
10 Days Ago
Stop current player one shot if mounting or dismounting
10 Days Ago
Made front turret way smoother to look around with
10 Days Ago
Rear turret eye adjustment to remove clipping
10 Days Ago
naval_update -> turret_head_animations
11 Days Ago
11 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
11 Days Ago
Reorient the front point pivot
11 Days Ago
Fixed position offset on the front turret
11 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
11 Days Ago
Animation pass on the rear 50cal
11 Days 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
11 Days Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
11 Days Ago
Yaw needs to be set as well due to where our animation starts
11 Days Ago
Actually set the pitch values to prevent them trying to continue where they left off
11 Days 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
11 Days 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
11 Days Ago
naval_update -> turret_head_animations
13 Days Ago
Update to rear 50cal character position + timing changes on front 50cal weapon anims
14 Days Ago
front 50cal view model camera animations - block out
14 Days Ago
Predict reload syncvar
14 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
14 Days Ago
viewmodel camera animations for rear 50cal
17 Days Ago
Added front controllers
17 Days Ago
minor tweaks
17 Days Ago
Head animation system for turrets Reloading turret starts head anim Crappy test animation
17 Days Ago
More leg fixes
17 Days Ago
Disable leg animator to stop hand IKs going crazy
17 Days Ago
Correctly estimate the right prediction time (wasn't taking timeline difference into consideration)
17 Days Ago
Enable arms on both turret seats