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3,132 Commits over 578 Days - 0.23cph!

25 Days Ago
High quality compression settings
25 Days Ago
Made waterworld for testing
25 Days Ago
main ➡️ naval_update
25 Days Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
25 Days Ago
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25 Days Ago
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25 Days Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
25 Days Ago
Some minor fixes Experimenting with different queue implementation
26 Days Ago
main ➡️ syncvars
26 Days Ago
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26 Days Ago
boomerang_demo_timing_fix -> main
26 Days Ago
More accurate results in demo than before
26 Days Ago
Fixed client prediction code trying to be run in demo, this was causing some timing innacuracies Don't attempt to move the boomerang if the demo is scrubbing Try and predict model state if scrubbing
26 Days Ago
Setup more reliable found collider check
26 Days Ago
Filter out road meshes when spawning the Travelling Vendor
26 Days Ago
vine_poolable -> Aux3
26 Days Ago
Ensure no left over vine instances are left in the work queue when pooling
26 Days Ago
Setup queuing and packing methods. SyncVars are added to each entities queue. Setup Sync() and SyncImmediate(), behaves similarly to SendNetworkUpdate() and SendNetworkUpdateImmediate() Setup standardised getter method to retreive sync vars current values without using reflection or any pre existing list.
27 Days Ago
Swap syncvars to send shorts instead. (Id is class relative so no problem with duplicates)
27 Days Ago
Equal, do not subscribing to delegate. Reduces some allocations.
27 Days Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
27 Days Ago
boomerang_3p_hands_up_fix ➡️ main
27 Days Ago
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27 Days Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
27 Days Ago
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27 Days Ago
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27 Days Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
27 Days Ago
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
27 Days Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
27 Days Ago
main ➡️ syncvars
27 Days Ago
Fix storage monitor not being able to be placed on the Vending Machine
27 Days Ago
Increase the Vine view model exit time padding .1 -> .2
27 Days Ago
vine_lod_fix ➡️ main
27 Days Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
27 Days Ago
vine_maxvelocity_nre_fix ➡️ main
27 Days Ago
Ensure max velocity > 0 even when null
27 Days Ago
Fix Vine Max Velocity NRE
27 Days Ago
boomerang_range_fix ➡️ main
27 Days Ago
Adusted boomerang range values
27 Days Ago
boomerang_range_fix -> main
27 Days Ago
Fixed Boomerang not having better attack range on players and NPCs Rewrote server projectile to allow overrides in the right places Boomerang does two attack checks - hits players and npcs at a higher radius
28 Days Ago
main -> vine_capsule_renderer
28 Days Ago
Missed files
28 Days Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
28 Days Ago
Missed files
28 Days Ago
Client.Connection receive methods. Initial code generator to hook SyncVar OnValueChanged method to our SendSyncVar method (server only) Only give a damn about single SyncVars for now
28 Days Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
28 Days Ago
main -> hackweek_syncvars
28 Days Ago
main ->syncvars