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3,000 Commits over 578 Days - 0.22cph!

14 Days Ago
Increase the Vine view model exit time padding .1 -> .2
14 Days Ago
vine_lod_fix ➡️ main
14 Days Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
14 Days Ago
vine_maxvelocity_nre_fix ➡️ main
14 Days Ago
Ensure max velocity > 0 even when null
14 Days Ago
Fix Vine Max Velocity NRE
14 Days Ago
boomerang_range_fix ➡️ main
14 Days Ago
Adusted boomerang range values
14 Days Ago
boomerang_range_fix -> main
14 Days Ago
Fixed Boomerang not having better attack range on players and NPCs Rewrote server projectile to allow overrides in the right places Boomerang does two attack checks - hits players and npcs at a higher radius
15 Days Ago
main -> vine_capsule_renderer
15 Days Ago
Missed files
15 Days Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
15 Days Ago
Missed files
15 Days Ago
Client.Connection receive methods. Initial code generator to hook SyncVar OnValueChanged method to our SendSyncVar method (server only) Only give a damn about single SyncVars for now
15 Days Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
15 Days Ago
main -> hackweek_syncvars
15 Days Ago
main ->syncvars
17 Days Ago
vine_demo_scrubbing_fix -> main
17 Days Ago
Fixed Vine Mountables not moving to the correct position when skipping in the demo timeline. This was difficult to track down but appeared to be due to the client network interpolation and how it acts in demos.
17 Days Ago
Put every vine in the update queue (if in a demo)
17 Days Ago
helicopter_targetting_nre -> main
17 Days Ago
Helicopter player targetting null check, it should never be null? But lets check just in case Should fix frozen Heli and NRE spamming
17 Days Ago
vine_double_descent_animation -> main
17 Days Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
17 Days Ago
vine_viewmodel_demo_fix -> main
17 Days Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
17 Days Ago
vine_demo_scrubbing_fix -> main
17 Days Ago
Dont bother with coroutines if in a demo - way better experience
17 Days Ago
Set position rather than lerping if in demo
17 Days Ago
Don't ever leave render work queue (once added) if we are in a demo
17 Days Ago
vine_viewmodel_demo_fix -> main
18 Days Ago
Prevented deploy/holster from firing without an instance in demos
18 Days Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
18 Days Ago
Cover the descending case as well
18 Days Ago
Ensure vine viewmodel kills itself when dismounting in demos
18 Days Ago
main -> vine_viewmodel_demo_fix
18 Days Ago
getheldentity_demo_nre -> main
18 Days Ago
Fix GetHeldEntity occasionally throwing an NRE in demos, most prevalent in demos when the player had no weapon out. Errors came from: VitalInfo.Refresh, Crosshair.Update and HomingLauncherCamOverlay.TryGetValidLauncher, all erroring at the same place. Fixed by checking container belt and inventory are valid in GetHeldEntity
18 Days Ago
uicompass_demo_nre -> main
18 Days Ago
Fix UI compass occasionally throwing an NRE in demos
18 Days Ago
fog_overlay_nre -> main
18 Days Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
18 Days Ago
boomerang_animation_fix -> main
18 Days Ago
Missing files
18 Days Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
18 Days Ago
vine_fixes_2 -> main
18 Days Ago
finish position lerp on dismount before drawing updating the vine position
18 Days Ago
Remove log
18 Days Ago
Use absolute height - should prevent vines from curling at lower points on the tree rather than the canopy. Some adjustments to try and get mountable to continue to update the vine after dismount