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2,774 Commits over 548 Days - 0.21cph!

4 Months Ago
- Tie prevent building layers on bridges to the bones instead - Allow animation bones to exist on the server
4 Months Ago
- Oversize prevent building triggers - Each Drawbridge handles its own prevent building area
4 Months Ago
- Ensured correct wheel type is used for the right hand side of the tower - Removed unused LOD4
4 Months Ago
primitive -> Aux2
4 Months Ago
- Attempts to fix parenting on drawbridges - Wheel LOD fix
4 Months Ago
Fixed side areas on constructable tower
4 Months Ago
Setup Siege Tower LODs 0-3
4 Months Ago
Fixed some broken prevent building colliders
4 Months Ago
- Improved the siege tower collisions on stage changes - Removed invisible doorway colliders on constructable stages
4 Months Ago
Ensured constructable entities update state on the serverside as well as the clientside
4 Months Ago
Added collider to the little overhang roof beside the window
4 Months Ago
Flip tower orientation whilst placing so it looks away from you
4 Months Ago
Fixed broken constructable entity reference
4 Months Ago
- Fixed broken guide mesh - Fixed offset guide mesh deploy location
4 Months Ago
Fixed broken colliders and positions on siege tower constructable stages
4 Months Ago
Added generate.command so you can just double click rather than running terminal
4 Months Ago
Fixed protobufs not generating on OSX
4 Months Ago
vending_stats_fixes_2 -> main
4 Months Ago
- Ensure 'Sold' is translated on single feed entries - Ensure 'Purchased on' is translated on the tooltip popup - Rebuilt phrases
4 Months Ago
Flipped drone accessibility and see stats (makes more sense to the eye)
4 Months Ago
Further work on handling reload state with arrow persistence
4 Months Ago
- Properly initiate fractional reload animation set - Sit for whole length of single reload animation
4 Months Ago
Fixed Single Reload Finish -> idle transfer
4 Months Ago
Fixed deploy -> idle time
4 Months Ago
- Managed to make it rotate without flipping the barrel mid way through - Major code cleanup: use set of angles instead of figuring them out on the fly
4 Months Ago
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations - Ensured anticlockwise works just like clockwise angles
4 Months Ago
Codegen Tests
4 Months Ago
Fixed methods being renamed OnDiedByPlayer
4 Months Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
4 Months Ago
Rename Entity profiler back to OnKilled()
4 Months Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
4 Months Ago
-Battering Ram wheels now steer the correct way -Battering Ram wheels rotate via Quaternions
4 Months Ago
Experiment with dark pie menu colors
4 Months Ago
Setup rotation through animation curve
4 Months Ago
Swap over to using Quaternions instead
4 Months Ago
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script
4 Months Ago
main -> 4ShotMiniCrossbow
4 Months Ago
deauth_toolcupboard_lock_fix -> main
4 Months Ago
Deauth/Auth radius command now works for the locks on Tool Cupboards
4 Months Ago
primitive -> Aux2
4 Months Ago
Fixed weirdness when applying a door to the Siegetower
4 Months Ago
vending_fixes -> main
4 Months Ago
primitive -> Aux2
4 Months Ago
FakePhysicsRope no longer depends on line renderer. Also setup as a ClientComponent
4 Months Ago
Cant push the siegetower if you are on a drawbridge
4 Months Ago
Siegetower drawbridges parent and unparent parents if they are on the drawbridges when opened/closed
4 Months Ago
Fixed door not being deployable on the Siegetower
4 Months Ago
Resolved duplicate bone names on draw bridge 1/2/3
4 Months Ago
- Fixed wildly inflacted Vending Machine Anayltics when buing multiple purchases - Fixed new vending stats also inflating when buying multiple purchases
5 Months Ago
- Improved raise power - Adjusted angular drag