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4,709 Commits over 762 Days - 0.26cph!

19 Days Ago
console_vehicle_ui -> main
19 Days Ago
Generate a bunch of missing icons More changes to item defs Swap Train and Misc category enum positions - fix broken prefabs
19 Days Ago
Forgot trains - Sorry Bill!
19 Days Ago
Make sure every spawnable vehicle has an item Tag all of the vehicles with the correct categories Setup Entity references on all of the new items Fix some naming / icon issues
19 Days Ago
Can detect spawn names via ItemModEntityReference
19 Days Ago
Initial setup. Can now spawn some vehicles via the F1 menu. Vehicles split into categories: Helicopters, Cars, Bikes, Boats, Animals, Siege, Misc
19 Days Ago
building_planner_viewmodel -> main
19 Days Ago
Remove the animation on build
19 Days Ago
Eye following view (if you want it)
19 Days Ago
Test branch for alex
19 Days Ago
playables_fixes_2 -> naval_update
19 Days Ago
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
19 Days Ago
Add null protection to all exposed methods referencing the playable controller
19 Days Ago
naval_update -> pt_boat_2
19 Days Ago
Fix rear turret clipping on the ptboat
19 Days Ago
Compass reference is broken here too for some reason
19 Days Ago
Fix lost compass reference
19 Days Ago
pt_boat_2 -> naval_update
19 Days Ago
Ensuire AI is saved
19 Days Ago
naval_update -> pt_boat_2
20 Days Ago
Run anims on place/block change
20 Days Ago
Final gen
20 Days Ago
rpc_improvements -> main
20 Days Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
20 Days Ago
Can now use BaseEntity and BasePlayer as arguments in RPCs. Automatically evaulated at the other side when read This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
21 Days Ago
scientist_boat_fixes_3 -> naval_update
21 Days Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
21 Days Ago
scientist_boat_fixes_3 -> naval_update
21 Days Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
21 Days Ago
scientist_boat_fixes_3 -> naval_update
21 Days Ago
Retain group id between saves
21 Days Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
21 Days Ago
scientist_boat_fixes_3 -> naval_update
21 Days Ago
Dont save the ghost ship hackable crate. Stops save nre
21 Days Ago
scientist_boat_fixes_3 -> naval_update
21 Days Ago
Compile fix
21 Days Ago
scientist_boat_fixes_3 -> naval_update
21 Days Ago
Fix margin check in wander state
21 Days Ago
Support boat debug ddraw convars on server
21 Days Ago
Give a whole second before spawning scientists
21 Days Ago
Dont try and set navigator, we dont have one
21 Days Ago
Disable AI brains on the boats provided we dont have a target. Will reduce NPCPlayer::ServerThink_Internal calls
21 Days Ago
naval_update -> scientist_boat_fixes_3
21 Days Ago
Massive changes and rewrites to player model: - Rewrite all animator calls as _animationControllerPlayable where needed - Seems to work - Finally stopped the warnings and the errors
21 Days Ago
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
21 Days Ago
Fix menu player being borked - dont need playables there
21 Days Ago
playables_fixes -> naval_update
21 Days Ago
playables_fixes -> naval_update
21 Days Ago
Fix hold poses being screwed
21 Days Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one