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6,944 Commits over 1,127 Days - 0.26cph!

1 Year Ago
Swap to partial event hooks. Works with intelisense better than the frankenstein event with matching method
1 Year Ago
bee_catapult_bomb_clipping_fix -> main
1 Year Ago
Fixed some edge cases
1 Year Ago
Pull scatter shot bees away from the wall like the player thrown ones
1 Year Ago
Let player logic go after our ground setup
1 Year Ago
Fix LOS check using the wrong vector
1 Year Ago
/main/bee_catapult_bomb_clipping_fix -> main
1 Year Ago
Do a line cast before spawning a scattershot swarm, ensure it doesnt clip
1 Year Ago
patrol_heli_Infinity_number_fix -> main
1 Year Ago
Only apply ocean pushback forece provided we are going to a destination above the water plane
1 Year Ago
Fixed 'Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider' helicopter error
1 Year Ago
Prevent unecessary weaving fires Try without generating the event keyword
1 Year Ago
Minor code cleanup
1 Year Ago
Totally remove hash set used for queue and just encode the whole queue into a single uint. We can just send this as the header(since the current queue perfectly reflects the encoded data) Send DemoTransientEntity once per queue instead of for each item in the queue Move is server check to the queueing rather than sending method (more clear)
1 Year Ago
Update SourceGenerator DLL - better error messages
1 Year Ago
boomerang_anim_tweaks -> main
1 Year Ago
Finally displaying server listings. Tags working correctly.
1 Year Ago
Closer to a working browser. Basic tag setup. Use correct page for browser (keep it isolated)
1 Year Ago
main -> syncvars
1 Year Ago
main -> new_menu
1 Year Ago
Optimised SyncAttribute searching on patching step
1 Year Ago
Fix train engine packing options
1 Year Ago
Handle syncvar equality checking in BaseNetworkable: having the method available there makes it easier to use intelisense
1 Year Ago
Remove excess protos on train engine
1 Year Ago
SyncVars (by default) will require a value to be changed before syncing over the network. Turning this off will sync everytime its changed, not every unique change.
1 Year Ago
Fix some logic errors in train sync vars
1 Year Ago
watergun_achievements_fix -> main
1 Year Ago
Route water splashable logic slightly differently so we can keep rad water logic preserved whilst allowing fun water cut offs
1 Year Ago
watergun_achievements_fix -> main
1 Year Ago
Let DoSplash bypass new splash logic on a per call basis Liquid weapons no longer call the new DoSplash logic - just use the old Fun_Water system
1 Year Ago
simple_snow_usage -> main
1 Year Ago
Remove some debug stuff
1 Year Ago
Fix incorrect beehive boolean trigger
1 Year Ago
main -> simple_snow_usage
1 Year Ago
main -> syncvars
1 Year Ago
main -> new_menu
1 Year Ago
Added CompileSimulatorWindow - shows buttons to switch symbols / test compile (button colour feedback on pass/fail) Prefer having visual buttons to click to encourage me to use it
1 Year Ago
compile_simulator_window -> main
1 Year Ago
Set pooling command to editor and listen server only. Let's us use server commands locally. Codegen.
1 Year Ago
pooling_test_command -> main
1 Year Ago
pooling_test_command -> main
1 Year Ago
Wrap whole thing in client block instead
1 Year Ago
Compile error
1 Year Ago
pooling_test_command -> main
1 Year Ago
Added a command to test for pooling NREs on the client by spawning and destroying an object locally one hundred times.
1 Year Ago
vine_pooling_nre -> main
1 Year Ago
Ensure vine renderer is not null
1 Year Ago
vine_swing_dismount_fix -> main
1 Year Ago
Fix vine visual stopping moving when a player dismounts mid air. Finished flag to ensure we have completed our swing
1 Year Ago
sticky_vines_fix -> main