3,132 Commits over 578 Days - 0.23cph!
vine_demo_scrubbing_fix -> main
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.
Put every vine in the update queue (if in a demo)
helicopter_targetting_nre -> main
Helicopter player targetting null check, it should never be null? But lets check just in case
Should fix frozen Heli and NRE spamming
vine_double_descent_animation -> main
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
vine_viewmodel_demo_fix -> main
Ensure spectating player is in first person mode before showing the vine viewmodel
vine_demo_scrubbing_fix -> main
Dont bother with coroutines if in a demo - way better experience
Set position rather than lerping if in demo
Don't ever leave render work queue (once added) if we are in a demo
vine_viewmodel_demo_fix -> main
Prevented deploy/holster from firing without an instance in demos
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
Cover the descending case as well
Ensure vine viewmodel kills itself when dismounting in demos
main -> vine_viewmodel_demo_fix
getheldentity_demo_nre -> main
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
uicompass_demo_nre -> main
Fix UI compass occasionally throwing an NRE in demos
Fix UI fog overlay ocassionally throwing an NRE in demo
boomerang_animation_fix -> main
Ensure there are no occasions where players with waiting to catch animations will keep them
finish position lerp on dismount before drawing updating the vine position
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
better_vine_visuals -> main
Better vine renderer and vine hang point placement
main -> better_vine_visuals
vine_visual_desync_fix -> main
Fix vine desyncing if a player jumps on it during its animating state
vine_viewmodel_demo_fix -> main
boomerang_demo_fix -> main
fix boomerang throwing nre in demo
Initial experiements with making the tail of the vine a spline
vinemountable_demo_fix -> main
vinemountable_demo_fix -> main
Fix for invisible vines in demos - ensure mountable is in the right place and the visuals have been refreshed
outofstock_log_fix -> main
Remove is out of stock log