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5,288 Commits over 854 Days - 0.26cph!

1 Year Ago
- Cleaned up layer setup - Bow strings setup on additive layer again - Renames
1 Year Ago
main -> 4ShotMiniCrossbow
1 Year Ago
Runtime hash set to check for allowed types. This should be done in code gen instead
1 Year Ago
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
1 Year Ago
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
1 Year Ago
Added message types
1 Year Ago
Moved siege tower drawbridge notifiers to a slightly better position
1 Year Ago
Removed old towing code left on modular cars
1 Year Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
1 Year Ago
cargo_docking_fishingvillage_fix -> main
1 Year Ago
Increased min distance to a better level
1 Year Ago
Combat Entity compile fixes
1 Year Ago
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
1 Year Ago
vendor_event_printout -> main
1 Year Ago
Ensure Road Bradley Event outputs the correct stuff as well
1 Year Ago
Ensure Travelling Vendor event prints out the same stuff as prefab events
1 Year Ago
base_combatentity_code_cleanup -> main
1 Year Ago
main -> base_combatentity_code_cleanup
1 Year Ago
cargo_npc_abduction_fix -> main
1 Year Ago
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs
1 Year Ago
rocket_death_info -> main
1 Year Ago
Setup death information on patrol helicopter regular and napalm rockets
1 Year Ago
- Comment updates - Fix animations having lower than normal playback speed
1 Year Ago
- Ensure arrow states are kept in admire - Ensure each reload state resets the rotation timer (still needs more work)
1 Year Ago
Don't transition to idle after each fractional reload part
1 Year Ago
Reduce fractional animation time so the transition to the end state is more apparent
1 Year Ago
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
1 Year Ago
- Support seperated arrow meshes from bone - Modify on/off state depending on shots remaining
1 Year Ago
main -> 4ShotMiniCrossbow
1 Year Ago
Removed second realmed removed incase thats the issue as well
1 Year Ago
Hopefully prevent battering ram door from bricking Aux2
1 Year Ago
Added wheel FX to Ballista
1 Year Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
1 Year Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
1 Year Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
1 Year Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
1 Year Ago
Added player check triggers to catapult, battering ram and ballista constructables
1 Year Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
1 Year Ago
Full manifest rebuild
1 Year Ago
main -> primitive
1 Year Ago
hash_conflict_planter -> main
1 Year Ago
Fixed respawning planter causing hash conflicts on sockets
1 Year Ago
manifesti_fix -> primitive
1 Year Ago
1 Year Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
1 Year Ago
mutelist_expose_steamid -> main
1 Year Ago
Expose users steam ids on chat.mutelist
1 Year Ago
More building volume changes to try and allow door placement
1 Year Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
1 Year Ago
Sanitise more flags