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5,620 Commits over 882 Days - 0.27cph!

11 Months Ago
Dont bother with coroutines if in a demo - way better experience
11 Months Ago
vine_demo_scrubbing_fix -> main
11 Months Ago
Set position rather than lerping if in demo
11 Months Ago
Don't ever leave render work queue (once added) if we are in a demo
11 Months Ago
vine_viewmodel_demo_fix -> main
11 Months Ago
Prevented deploy/holster from firing without an instance in demos
11 Months Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
11 Months Ago
Cover the descending case as well
11 Months Ago
Ensure vine viewmodel kills itself when dismounting in demos
11 Months Ago
main -> vine_viewmodel_demo_fix
11 Months Ago
Fix GetHeldEntity occasionally throwing an NRE in demos, most prevalent in demos when the player had no weapon out. Errors came from: VitalInfo.Refresh, Crosshair.Update and HomingLauncherCamOverlay.TryGetValidLauncher, all erroring at the same place. Fixed by checking container belt and inventory are valid in GetHeldEntity
11 Months Ago
getheldentity_demo_nre -> main
11 Months Ago
uicompass_demo_nre -> main
11 Months Ago
Fix UI compass occasionally throwing an NRE in demos
11 Months Ago
fog_overlay_nre -> main
11 Months Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
11 Months Ago
boomerang_animation_fix -> main
11 Months Ago
Missing files
11 Months Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
11 Months Ago
vine_fixes_2 -> main
11 Months Ago
finish position lerp on dismount before drawing updating the vine position
11 Months Ago
Remove log
11 Months Ago
Use absolute height - should prevent vines from curling at lower points on the tree rather than the canopy. Some adjustments to try and get mountable to continue to update the vine after dismount
11 Months Ago
better_vine_visuals -> main
11 Months Ago
Better vine renderer and vine hang point placement
11 Months Ago
main -> better_vine_visuals
11 Months Ago
vine_visual_desync_fix -> main
11 Months Ago
Fix vine desyncing if a player jumps on it during its animating state
11 Months Ago
vine_viewmodel_demo_fix -> main
11 Months Ago
Viewmodel demo fix
11 Months Ago
boomerang_demo_fix -> main
11 Months Ago
Midpoint changes
11 Months Ago
fix boomerang throwing nre in demo
11 Months Ago
Initial experiements with making the tail of the vine a spline
11 Months Ago
vinemountable_demo_fix -> main
11 Months Ago
compile fix
11 Months Ago
vinemountable_demo_fix -> main
11 Months Ago
Fix for invisible vines in demos - ensure mountable is in the right place and the visuals have been refreshed
11 Months Ago
outofstock_log_fix -> main
11 Months Ago
Remove is out of stock log
11 Months Ago
boomerang_rebalance -> jungle_update
11 Months Ago
Adjusted a bunch of values to be happier with the faster speed
11 Months Ago
vine_performance_improvements -> jungle_update
11 Months Ago
Reduced work queue vine cost to 0 ms unless vines are moving
11 Months Ago
First set of vine improvements: reduced budgeted vine loop ms by 35% Call better api calls in vine to let the physics rope retain some additional performance improvements (only calling updates when values have actually changed) Close down and organise the physics rope api
11 Months Ago
vine code cleanup
11 Months Ago
Doubled the throw and return speed
11 Months Ago
vine_fixes -> jungle_update
11 Months Ago
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be
11 Months Ago
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points