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4,657 Commits over 762 Days - 0.25cph!

10 Months Ago
Fix broken reload timings
10 Months Ago
Added Viewmodel Renderers to arm and arrow parts
10 Months Ago
Remove start and end duration on fractional reload
10 Months Ago
WIP reload rotation fixes
10 Months Ago
Sorted most other issues, just left with reload
10 Months Ago
Fixed admire mask again to ensure state is retained whilst not overriding strings
10 Months Ago
Same treatment for deploy mask
10 Months Ago
Ensured idle animation mask includes all hand movements
10 Months Ago
- Fixed broken masks causing jaggy arrows - Ensured additive layer behaves itself - Stopped double start of the reload animation
10 Months Ago
- Sorted on attack rotation angles (they had messed themselves up) - Implemented new all strings drawn anim into idle layer
10 Months Ago
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
10 Months Ago
Fix dodgy masks on idle state
10 Months Ago
- Setup mask on string layer states - Adjust some rotation angles
10 Months Ago
Manifest
10 Months Ago
90 degree rotation amount
10 Months Ago
- Swapped siege tower guide mesh from constructable to proper guide - Adjusted offsets
10 Months Ago
- Remove further conflicting bone names - Setup Model root bone
10 Months Ago
- Siege tower doors no longer parent sleepers - Siege tower doors now parents mounted players
10 Months Ago
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
10 Months Ago
- Cleaned up layer setup - Bow strings setup on additive layer again - Renames
10 Months Ago
main -> 4ShotMiniCrossbow
10 Months Ago
Runtime hash set to check for allowed types. This should be done in code gen instead
10 Months Ago
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
10 Months Ago
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
10 Months Ago
Added message types
10 Months Ago
Moved siege tower drawbridge notifiers to a slightly better position
10 Months Ago
Removed old towing code left on modular cars
10 Months Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
10 Months Ago
cargo_docking_fishingvillage_fix -> main
10 Months Ago
Increased min distance to a better level
10 Months Ago
Combat Entity compile fixes
10 Months Ago
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
10 Months Ago
vendor_event_printout -> main
10 Months Ago
Ensure Road Bradley Event outputs the correct stuff as well
10 Months Ago
Ensure Travelling Vendor event prints out the same stuff as prefab events
10 Months Ago
base_combatentity_code_cleanup -> main
10 Months Ago
main -> base_combatentity_code_cleanup
10 Months Ago
cargo_npc_abduction_fix -> main
10 Months Ago
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs
10 Months Ago
rocket_death_info -> main
10 Months Ago
Setup death information on patrol helicopter regular and napalm rockets
11 Months Ago
- Comment updates - Fix animations having lower than normal playback speed
11 Months Ago
- Ensure arrow states are kept in admire - Ensure each reload state resets the rotation timer (still needs more work)
11 Months Ago
Don't transition to idle after each fractional reload part
11 Months Ago
Reduce fractional animation time so the transition to the end state is more apparent
11 Months Ago
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
11 Months Ago
- Support seperated arrow meshes from bone - Modify on/off state depending on shots remaining
11 Months Ago
main -> 4ShotMiniCrossbow
11 Months Ago
Removed second realmed removed incase thats the issue as well
11 Months Ago
Hopefully prevent battering ram door from bricking Aux2