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2,782 Commits over 548 Days - 0.21cph!

6 Months Ago
- Adjusted wind amplitude - Adjusted connection points
6 Months Ago
Fixed TransformLineRenderer NRE
6 Months Ago
Enable horse siege harness if is towing flag enabled
6 Months Ago
Added end caps to ropes
6 Months Ago
- Reduce distance padding - Fix a bug causing a rope to go to 0,0,0
6 Months Ago
Cherrypicked siege harness
6 Months Ago
- Towing joints are now saved/loaded - Towing graphics are loaded properly along with the joints
6 Months Ago
siege_weapons/visual_towing -> siege_weapons
6 Months Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
6 Months Ago
Fixed catapult
6 Months Ago
siege_weapons -> siege_weapons/visual_towing
6 Months Ago
Reduce the padding distance
6 Months Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
6 Months Ago
Added lead point support to fake physics rope
6 Months Ago
Added a transform line renderer for the extra belt parts on the side of the horse
6 Months Ago
Connect further up the horse (like it would do in real life)
6 Months Ago
Use side anchors rather than central one
6 Months Ago
Added temporary rope material
6 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
6 Months Ago
Use cliententities rather than serverentities to find other towing visuals
6 Months Ago
Re-setup catapult for towing visuals
6 Months Ago
siege_weapons -> siege_weapons/visual_towing
6 Months Ago
timed_explosive_hit_normal -> main
6 Months Ago
Added normals header
6 Months Ago
timed_explosive_hit_normal -> main
6 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
6 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
6 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
6 Months Ago
npc_spawn_on_cargo_fix -> main
6 Months Ago
Early return
6 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
6 Months Ago
npc_spawn_on_cargo_ship_fix -> main
6 Months Ago
Compile errors
6 Months Ago
npc_spawn_on_cargo_ship_fix -> main
6 Months Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
6 Months Ago
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6 Months Ago
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6 Months Ago
- More logs - Call set tow id with detach
6 Months Ago
- Additional Logs - Codegen
6 Months Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points
6 Months Ago
Remove siege weapon towing from cars
6 Months Ago
Minor cleanup and code move
6 Months Ago
- Code cleanup. - Added metrics.
6 Months Ago
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer. Added support for some fake wind and sway.
6 Months Ago
Ensure ride horse shows up higher in menu before towing options
6 Months Ago
Server build errors
6 Months Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
6 Months Ago
Removed logs
6 Months Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
6 Months Ago
Ballista client compile fixex