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4,127 Commits over 701 Days - 0.25cph!

11 Months Ago
Re-setup catapult for towing visuals
11 Months Ago
siege_weapons -> siege_weapons/visual_towing
11 Months Ago
timed_explosive_hit_normal -> main
11 Months Ago
Added normals header
11 Months Ago
timed_explosive_hit_normal -> main
11 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
11 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
11 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
11 Months Ago
npc_spawn_on_cargo_fix -> main
11 Months Ago
Early return
11 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
11 Months Ago
npc_spawn_on_cargo_ship_fix -> main
11 Months Ago
Compile errors
11 Months Ago
npc_spawn_on_cargo_ship_fix -> main
11 Months Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
11 Months Ago
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11 Months Ago
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11 Months Ago
- More logs - Call set tow id with detach
11 Months Ago
- Additional Logs - Codegen
11 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
11 Months Ago
Remove siege weapon towing from cars
11 Months Ago
Minor cleanup and code move
11 Months Ago
- Code cleanup. - Added metrics.
11 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.
11 Months Ago
Ensure ride horse shows up higher in menu before towing options
11 Months Ago
Server build errors
11 Months Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
11 Months Ago
Removed logs
11 Months Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
11 Months Ago
Ballista client compile fixex
11 Months Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
11 Months Ago
Added steer angle calculation to load
11 Months Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
11 Months Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
11 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?)
11 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
11 Months Ago
Missed file
11 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
11 Months Ago
Added fx effects to all of the battering rams wheels
11 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
11 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.
11 Months Ago
SimpleVehicleVisuals server compile fix
11 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.
11 Months Ago
voice_chat_cctv -> main
11 Months Ago
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11 Months Ago
Remove 'radioactivity changed' editor log
11 Months Ago
radioactive_changed_removal -> main
11 Months Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
11 Months Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
11 Months Ago
Fix server build error