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3,572 Commits over 639 Days - 0.23cph!

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heli_yoyo -> main
Fix heli yoyo
snapping_fix -> main
Try only doing is server checks in a listen server
snapping_fix -> main
Fix snapping not working on split client and server
snap_deployable_improvements -> main
Reduce how close you need to be to start corner snap Added summary Reduced cast origin a little Fixed bathtub planter corner snapping
snap_deployable_improvements -> main
Dont include the clientvar
Yesterday
CS0414 error fix
Yesterday
snap_deployable_improvements -> main
Yesterday
Compile errors
Yesterday
snapping_improvements -> main
Yesterday
Set corner rotation to use the closer hit to the player
Yesterday
Profiling
Yesterday
Snap to a deployable when you directly look at it (dont need to look at the ground or infront anymore) Fixed tracing issues with a client host
Yesterday
Simulate placement with the container corpse check before commiting to one snap type
Yesterday
Fixed broken material on rust plus popup
Yesterday
Fixed incorrect on toggle changed button being used
Yesterday
Setup Server Browser cache
Yesterday
snap_deployable_improvements -> main
Yesterday
Fixed computer station snapping Fixed cooking workbench snapping
Yesterday
snap_deployment_improvements -> main
Yesterday
Further refinements to snapping feel
Yesterday
Fix bug which could cause a 'wall' to be returned when it should've been deployable snapping Prevent corner hits from easily hitting the floor Ensured float checks on score dont lose float accuracy
Yesterday
Water barrel cant snap to other water barrels, bounds are too hard to work with
Yesterday
snap_deployable_improvements -> main
Yesterday
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Yesterday
snap_deployable_improvements -> main
Yesterday
Fixed storage barrel b corner snapping
Yesterday
Cleanup
Yesterday
Fixed snapping not working right on brutalist foundations
Yesterday
Better behaviour when handling tight corners, better scaling Use spherecast for matching deployable capture (better again for barrels) Rename inBuildingPrivilege to buildingBlocked
Yesterday
Disco floor just uses its own snapping system for entity to entity connections. Ensure large planter box can still snap to the centre of a foundation
Yesterday
Use OBB for matching deployable snapping. Since Hit Normals wont be guaranteed to be 'boxy', we should just use OBB instead. This instantly improves barrel snapping.
2 Days Ago
Fixed Shelves not wanting to snap together properly Added debug command for snapping
2 Days Ago
Evaluate every snap type first and then go with the best one automatically based on a score - just use distance for now Fixed issue with large storage box where it would go invalid on one side depending on the placement
2 Days Ago
(subtract) to get the right value
2 Days Ago
Calculate a better Y placement height Set all snapping casts to have a maximum of 1 unit
2 Days Ago
patrol_heli_revision_fixes -> main
2 Days Ago
Fix strafe think NRE Remove logs
2 Days Ago
patrol_heli_revision_fixes -> main
2 Days Ago
Fixed weird recursive patrol -> orbit state issues Added monument based borders - the InsideMonumentCheck will better reflect the actual monument
2 Days Ago
Dont try and flee to a monument if you're already inside one (improved)
2 Days Ago
Dont add no go zone if user is in monument, cache IsMonument status on the actual zone itself
2 Days Ago
Use plane height for random restricted patrol size destinations and flee positions
5 Days Ago
Subtract 124593 - dont need it
5 Days Ago
scrap_heli_gibs_fix -> main