userIan Hendersoncancel

3,186 Commits over 578 Days - 0.23cph!

14 Minutes Ago
chicken_pie_cleanup -> main
16 Minutes Ago
Slightly better buff amount
19 Minutes Ago
Dont output a percentage to the buff list since it doesnt make sense Store value in the pie and just pass it through instead
31 Minutes Ago
Seperate farming better genes from planter box set genes Codegen
39 Minutes Ago
beehive_spawn_swarm -> main
40 Minutes Ago
Better bee catapult ammo lods
47 Minutes Ago
Ensure Bee Boulder LOD matches other catapult ammo types
52 Minutes Ago
beehive_spawn_swarm -> main
52 Minutes Ago
Removed in jar bee vfx from the bee boulder
1 Hour Ago
beehive_spawn_swarm -> main
1 Hour Ago
Destroying a beehive with a nucelus in it will spawn a swarm - consuming the nucleus.
2 Hours Ago
instant_camera_flash_fix -> main
2 Hours Ago
Create flash controller, route flash setup through there instead
2 Hours Ago
Ensure flash object is off by default
3 Hours Ago
Cant untoggle currently toggled button in rust button group
Cull first argument in buffer when navigating to a page
instant_camera_flash -> main
main -> new_menu
Remove top level domain being injected as an argument
SyncVars -> main
Remove testing sync
Issue a warning if sync vars are an unsupported type
syncvars -> main
Remove unused train sync stuff
main -> syncvars
Add exact array pool - only returns arrays that are exact sizes. This is needed for serialisation. I cant have anything too big
Yesterday
syncvars -> aux3
Yesterday
Fix protobuf types being unable to be Autosaved/loaded properly (Trailing empty bits at the end were causing it to be rejected, so im required to use a byte array of exact size) Removed array pool logic, just cache it per class. Should stay similarly sized and only allocate once per object so overall impact should hopefully be low
Yesterday
Return old Protobuf SyncVar instances to the pool
Yesterday
Swap to partial event hooks. Works with intelisense better than the frankenstein event with matching method
Yesterday
syncvars -> aux3
Yesterday
bee_catapult_bomb_clipping_fix -> main
Yesterday
Fixed some edge cases
Yesterday
Pull scatter shot bees away from the wall like the player thrown ones
Yesterday
Let player logic go after our ground setup
Yesterday
Fix LOS check using the wrong vector
Yesterday
/main/bee_catapult_bomb_clipping_fix -> main
Yesterday
Do a line cast before spawning a scattershot swarm, ensure it doesnt clip
Yesterday
patrol_heli_Infinity_number_fix -> main
Yesterday
Only apply ocean pushback forece provided we are going to a destination above the water plane
Yesterday
Fixed 'Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider' helicopter error
Yesterday
Prevent unecessary weaving fires Try without generating the event keyword
Yesterday
Minor code cleanup
Yesterday
Totally remove hash set used for queue and just encode the whole queue into a single uint. We can just send this as the header(since the current queue perfectly reflects the encoded data) Send DemoTransientEntity once per queue instead of for each item in the queue Move is server check to the queueing rather than sending method (more clear)
Yesterday
Update SourceGenerator DLL - better error messages
Yesterday
boomerang_anim_tweaks -> main
2 Days Ago
Finally displaying server listings. Tags working correctly.
2 Days Ago
Closer to a working browser. Basic tag setup. Use correct page for browser (keep it isolated)
2 Days Ago
main -> new_menu
2 Days Ago
main -> syncvars