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4,657 Commits over 762 Days - 0.25cph!

1 Year Ago
- Siege tower raising now works, but not as clean as i'd like it to be yet - Code cleanup
1 Year Ago
- Added raise command when siege tower has flipped onto the ground - Fixed bugs with IsTipping not being registered properly
1 Year Ago
IsTipping wont be called if tipped
1 Year Ago
Split off IsTipping and IsTipped flags Only enable is tipping if we are starting to tip and not when we are on the ground
1 Year Ago
If tipping over turn on a trigger to hurt players inside
1 Year Ago
Siege tower now sets flag should it be tipped over
1 Year Ago
- Added methods to check if siege tower is tipping over or has tipped - Moved them into BaseVehicle
1 Year Ago
Fixed bug preventing loaded horses that are towing something from being detached
1 Year Ago
- Ensured ride horse shows up first instead of tow/detach (again?) - Fixed NRE with random.range
1 Year Ago
- Improved rope tension values - Fixed weird rope wind amplitude - Tweaked wind values with some more randomness
1 Year Ago
- Adjusted wind amplitude - Adjusted connection points
1 Year Ago
Fixed TransformLineRenderer NRE
1 Year Ago
Enable horse siege harness if is towing flag enabled
1 Year Ago
Added end caps to ropes
1 Year Ago
- Reduce distance padding - Fix a bug causing a rope to go to 0,0,0
1 Year Ago
Cherrypicked siege harness
1 Year Ago
- Towing joints are now saved/loaded - Towing graphics are loaded properly along with the joints
1 Year Ago
siege_weapons/visual_towing -> siege_weapons
1 Year Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
1 Year Ago
Fixed catapult
1 Year Ago
siege_weapons -> siege_weapons/visual_towing
1 Year Ago
Reduce the padding distance
1 Year Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
1 Year Ago
Added lead point support to fake physics rope
1 Year Ago
Added a transform line renderer for the extra belt parts on the side of the horse
1 Year Ago
Connect further up the horse (like it would do in real life)
1 Year Ago
Use side anchors rather than central one
1 Year Ago
Added temporary rope material
1 Year Ago
Reduced thickness of tow rope, as well as ampliitude of wind
1 Year Ago
Use cliententities rather than serverentities to find other towing visuals
1 Year Ago
Re-setup catapult for towing visuals
1 Year Ago
siege_weapons -> siege_weapons/visual_towing
1 Year Ago
timed_explosive_hit_normal -> main
1 Year Ago
Added normals header
1 Year Ago
timed_explosive_hit_normal -> main
1 Year Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
1 Year Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
1 Year Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
1 Year Ago
npc_spawn_on_cargo_fix -> main
1 Year Ago
Early return
1 Year Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
1 Year Ago
npc_spawn_on_cargo_ship_fix -> main
1 Year Ago
Compile errors
1 Year Ago
npc_spawn_on_cargo_ship_fix -> main
1 Year Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
1 Year Ago
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1 Year Ago
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1 Year Ago
- More logs - Call set tow id with detach
1 Year Ago
- Additional Logs - Codegen
1 Year Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points