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2,809 Commits over 548 Days - 0.21cph!

7 Days Ago
compile error
7 Days Ago
vine_3d_renderer -> jungle_update
7 Days Ago
UV support
7 Days Ago
vine_3d_renderer -> jungle_update
7 Days Ago
Massive performance boost: Reduce vine ms usage by 50%. Only run coroutine spring lerps on use, snap to position on init> Additionally: Only run spring lerps if end point or hang point are different to what they should be
7 Days Ago
Force vine visual to stay on 2d rendering only
7 Days Ago
Passed intial performance tests: disabling tube rendering until art is done
7 Days Ago
Fix LOD flickering issue again
7 Days Ago
Fixed bug causing invisible lines on swing. Preload both tube and line renderers, so on swapping they can quickly move over and draw the vine properly
7 Days Ago
Trying to fix an invisible on swing bug
7 Days Ago
Profiling Better LOD values
7 Days Ago
Fix LOD spamming on and off depending on player look direction. Fix LOD not respecting the OnShow mountable code
7 Days Ago
NRE fix
7 Days Ago
Setup new VineLOD script. Swap the physics ropes render mode on lod state change
7 Days Ago
Setup LOD system with new tube and line renderers. Show 3d tube vine up to 20 m then swap to line renderer, eventually culling.
7 Days Ago
Reduce bounce values
7 Days Ago
Animate hang point and length changes with springs
7 Days Ago
main -> syncvars
7 Days Ago
Bottom hanging part of vine is now a bezier tail. Tube Renderer now uses parallel transport to push tube rings in a manifold. Results in much smoother rotational changes
7 Days Ago
Successfully working 3d representation of the vines Tube Renderer radius now better matches 2d vine width
7 Days Ago
Cleanup vine script. Doesn't need to hold a reference to a line renderer
7 Days Ago
FakePhysicsRope now has multiple render modes: LineRenderer2D, TubeRenderer3D and the option to have both. Vines are now rendered as both line and tubes.
7 Days Ago
Ensure end caps have the right normals
7 Days Ago
Fix tubes rendering as ribbons Add flat caps onto the end of the tubes if hemisphere caps arent used
7 Days Ago
WIP: Generate tubes as rings of verts and connect them together instead of lots of capsule segments
7 Days Ago
Expose position setting methods just like the line renderer
7 Days Ago
Initial implementation of a tube renderer. This will let us procedurally create swinging vines as 3d objects rather than bill boards
7 Days Ago
jungle_update -> Aux3
7 Days Ago
boomerang_condition_fix -> jungle_update
7 Days Ago
Ensure boomerang is losing condition
7 Days Ago
jungle_update -> boomerang
8 Days Ago
freezing_icon -> main
8 Days Ago
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
8 Days Ago
vending_machine_fridge -> main
8 Days Ago
Reset all existing vending machine prefabs to 128 slots for good measure
8 Days Ago
Remove logs, moved capacity code into delayed method.
8 Days Ago
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
8 Days Ago
Fixed issue causing outpost and bandit camp vending machines to be out of stock
8 Days Ago
Setup correct deployed vending machine slots 36 -> 30
8 Days Ago
Codegen Manifest
8 Days Ago
Cherrypick 119366
8 Days Ago
Fixed max setup on new armor
8 Days Ago
Dont automatically add max skins to the viewmodel skeleton list
8 Days Ago
Reimplement vending machine fridge (on branch)
8 Days Ago
main -> vending_machine_fridge
8 Days Ago
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8 Days Ago
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8 Days Ago
rug_tugboat_fix -> main
8 Days Ago
Fix not being able to place the rugs and new bear rugs on tug boats