userIan Hendersoncancel

6,920 Commits over 1,127 Days - 0.26cph!

2 Years Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
2 Years Ago
npc_spawn_on_cargo_fix -> main
2 Years Ago
Early return
2 Years Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
2 Years Ago
npc_spawn_on_cargo_ship_fix -> main
2 Years Ago
Compile errors
2 Years Ago
npc_spawn_on_cargo_ship_fix -> main
2 Years Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
2 Years Ago
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2 Years Ago
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2 Years Ago
- More logs - Call set tow id with detach
2 Years Ago
- Additional Logs - Codegen
2 Years 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
2 Years Ago
Remove siege weapon towing from cars
2 Years Ago
Minor cleanup and code move
2 Years Ago
- Code cleanup. - Added metrics.
2 Years 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.
2 Years Ago
Ensure ride horse shows up higher in menu before towing options
2 Years Ago
Server build errors
2 Years Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
2 Years Ago
Removed logs
2 Years Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
2 Years Ago
Ballista client compile fixex
2 Years Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
2 Years Ago
Added steer angle calculation to load
2 Years Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
2 Years Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
2 Years 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?)
2 Years 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
2 Years Ago
Missed file
2 Years Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
2 Years Ago
Added fx effects to all of the battering rams wheels
2 Years 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
2 Years 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.
2 Years Ago
SimpleVehicleVisuals server compile fix
2 Years 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.
2 Years Ago
voice_chat_cctv -> main
2 Years Ago
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2 Years Ago
Remove 'radioactivity changed' editor log
2 Years Ago
radioactive_changed_removal -> main
2 Years Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
2 Years Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
2 Years Ago
Fix server build error
2 Years Ago
report_copy_steamid -> main
2 Years Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
2 Years 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
2 Years Ago
main -> voice_chat_cctv
2 Years Ago
main -> vines
2 Years Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
2 Years Ago
Initial work to render a line