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2,782 Commits over 548 Days - 0.21cph!

6 Months Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
6 Months Ago
Added steer angle calculation to load
6 Months Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
6 Months Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
6 Months Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
6 Months Ago
Missed file
6 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
6 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
6 Months Ago
Added fx effects to all of the battering rams wheels
6 Months Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
6 Months Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
6 Months Ago
SimpleVehicleVisuals server compile fix
6 Months Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
6 Months Ago
voice_chat_cctv -> main
6 Months Ago
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6 Months Ago
radioactive_changed_removal -> main
6 Months Ago
Remove 'radioactivity changed' editor log
6 Months Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
6 Months Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
6 Months Ago
Fix server build error
6 Months Ago
report_copy_steamid -> main
6 Months Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
6 Months Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
6 Months Ago
main -> voice_chat_cctv
6 Months Ago
main -> vines
6 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
6 Months Ago
Initial work to render a line
6 Months Ago
Dispose of line renderer on destroy
6 Months Ago
- Vine object - Prefab setup
6 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
6 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
6 Months Ago
Change mountable so the player doesnt insta die on dismount
6 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
6 Months Ago
main -> vines
6 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
6 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
6 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
6 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
6 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
6 Months Ago
Change input to jump only
6 Months Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
6 Months Ago
divesite_despawn_fix -> main
6 Months Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
7 Months Ago
Partial modifier and RPC build
7 Months Ago
- Scene updates - Prefab properties populated - Manifest
7 Months Ago
Merge fixes
7 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
7 Months Ago
radtown_spline_fixes -> main
7 Months Ago
patrolheli_orbitstrafe_fix -> main
7 Months Ago
radioactive_water_convars -> main