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4,657 Commits over 762 Days - 0.25cph!

1 Year Ago
Remove siege weapon towing from cars
1 Year Ago
Minor cleanup and code move
1 Year Ago
- Code cleanup. - Added metrics.
1 Year Ago
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer. Added support for some fake wind and sway.
1 Year Ago
Ensure ride horse shows up higher in menu before towing options
1 Year Ago
Server build errors
1 Year Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
1 Year Ago
Removed logs
1 Year Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
1 Year Ago
Ballista client compile fixex
1 Year Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
1 Year Ago
Added steer angle calculation to load
1 Year Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
1 Year Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
1 Year Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
1 Year Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
1 Year Ago
Missed file
1 Year Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
1 Year Ago
Added fx effects to all of the battering rams wheels
1 Year Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
1 Year Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
1 Year Ago
SimpleVehicleVisuals server compile fix
1 Year Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
1 Year Ago
voice_chat_cctv -> main
1 Year Ago
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1 Year Ago
Remove 'radioactivity changed' editor log
1 Year Ago
radioactive_changed_removal -> main
1 Year Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
1 Year Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
1 Year Ago
Fix server build error
1 Year Ago
report_copy_steamid -> main
1 Year Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
1 Year Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
1 Year Ago
main -> voice_chat_cctv
1 Year Ago
main -> vines
1 Year Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
1 Year Ago
Initial work to render a line
1 Year Ago
Dispose of line renderer on destroy
1 Year Ago
- Vine object - Prefab setup
1 Year Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
1 Year Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
1 Year Ago
Change mountable so the player doesnt insta die on dismount
1 Year Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
1 Year Ago
main -> vines
1 Year Ago
Auto dismount player at the end of sampling (just use distance for now)
1 Year Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
1 Year Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
1 Year Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
1 Year Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
1 Year Ago
Change input to jump only