userIan Hendersoncancel
reporust_rebootcancel

5,974 Commits over 974 Days - 0.26cph!

1 Year Ago
Don't ever leave render work queue (once added) if we are in a demo
1 Year Ago
vine_viewmodel_demo_fix -> main
1 Year Ago
Prevented deploy/holster from firing without an instance in demos
1 Year Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
1 Year Ago
Cover the descending case as well
1 Year Ago
Ensure vine viewmodel kills itself when dismounting in demos
1 Year Ago
main -> vine_viewmodel_demo_fix
1 Year 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
1 Year Ago
getheldentity_demo_nre -> main
1 Year Ago
uicompass_demo_nre -> main
1 Year Ago
Fix UI compass occasionally throwing an NRE in demos
1 Year Ago
fog_overlay_nre -> main
1 Year Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
1 Year Ago
boomerang_animation_fix -> main
1 Year Ago
Missing files
1 Year Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
1 Year Ago
vine_fixes_2 -> main
1 Year Ago
finish position lerp on dismount before drawing updating the vine position
1 Year Ago
Remove log
1 Year 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
1 Year Ago
better_vine_visuals -> main
1 Year Ago
Better vine renderer and vine hang point placement
1 Year Ago
main -> better_vine_visuals
1 Year Ago
vine_visual_desync_fix -> main
1 Year Ago
Fix vine desyncing if a player jumps on it during its animating state
1 Year Ago
vine_viewmodel_demo_fix -> main
1 Year Ago
Viewmodel demo fix
1 Year Ago
boomerang_demo_fix -> main
1 Year Ago
Midpoint changes
1 Year Ago
fix boomerang throwing nre in demo
1 Year Ago
Initial experiements with making the tail of the vine a spline
1 Year Ago
vinemountable_demo_fix -> main
1 Year Ago
compile fix
1 Year Ago
vinemountable_demo_fix -> main
1 Year Ago
Fix for invisible vines in demos - ensure mountable is in the right place and the visuals have been refreshed
1 Year Ago
outofstock_log_fix -> main
1 Year Ago
Remove is out of stock log
1 Year Ago
boomerang_rebalance -> jungle_update
1 Year Ago
Adjusted a bunch of values to be happier with the faster speed
1 Year Ago
vine_performance_improvements -> jungle_update
1 Year Ago
Reduced work queue vine cost to 0 ms unless vines are moving
1 Year 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
1 Year Ago
vine code cleanup
1 Year Ago
Doubled the throw and return speed
1 Year Ago
vine_fixes -> jungle_update
1 Year Ago
Some more sanity checks to ensure world raise end point is at the correct position when it needs to be
1 Year Ago
Invoke a refresh on the visual vine a split second after the mountable arrives - should prevent inaccurate vine end points
1 Year Ago
jungle_update -> vine_capsule_render
1 Year Ago
Increased world model bounds sizing
1 Year Ago
boomerang_fixes-> jungle_update