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5,620 Commits over 882 Days - 0.27cph!

11 Months Ago
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11 Months Ago
main ➡️ syncvars
11 Months Ago
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11 Months Ago
boomerang_demo_timing_fix -> main
11 Months Ago
More accurate results in demo than before
11 Months 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
11 Months Ago
Setup more reliable found collider check
11 Months Ago
Filter out road meshes when spawning the Travelling Vendor
11 Months Ago
Ensure no left over vine instances are left in the work queue when pooling
11 Months 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.
11 Months Ago
Swap syncvars to send shorts instead. (Id is class relative so no problem with duplicates)
11 Months Ago
Equal, do not subscribing to delegate. Reduces some allocations.
11 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
11 Months Ago
boomerang_3p_hands_up_fix ➡️ main
11 Months Ago
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11 Months Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
11 Months Ago
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11 Months Ago
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11 Months Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
11 Months 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
11 Months Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
11 Months Ago
main ➡️ syncvars
11 Months Ago
Fix storage monitor not being able to be placed on the Vending Machine
11 Months Ago
Increase the Vine view model exit time padding .1 -> .2
11 Months Ago
vine_lod_fix ➡️ main
11 Months Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
11 Months Ago
vine_maxvelocity_nre_fix ➡️ main
11 Months Ago
Ensure max velocity > 0 even when null
11 Months Ago
Fix Vine Max Velocity NRE
11 Months Ago
boomerang_range_fix ➡️ main
11 Months Ago
Adusted boomerang range values
11 Months Ago
boomerang_range_fix -> main
11 Months 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
11 Months Ago
main -> vine_capsule_renderer
11 Months Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
11 Months Ago
Missed files
11 Months Ago
Missed files
11 Months 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
11 Months Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
11 Months Ago
main -> hackweek_syncvars
11 Months Ago
main ->syncvars
11 Months Ago
vine_demo_scrubbing_fix -> main
11 Months Ago
Fixed Vine Mountables not moving to the correct position when skipping in the demo timeline. This was difficult to track down but appeared to be due to the client network interpolation and how it acts in demos.
11 Months Ago
Put every vine in the update queue (if in a demo)
11 Months Ago
helicopter_targetting_nre -> main
11 Months Ago
Helicopter player targetting null check, it should never be null? But lets check just in case Should fix frozen Heli and NRE spamming
11 Months Ago
vine_double_descent_animation -> main
11 Months Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
11 Months Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
11 Months Ago
vine_viewmodel_demo_fix -> main