3,000 Commits over 578 Days - 0.22cph!
Increase the Vine view model exit time padding .1 -> .2
⭕ Fix vine flickering and dissapearing
⭕ Mark Occludee as dynamic
vine_maxvelocity_nre_fix ➡️ main
Ensure max velocity > 0 even when null
Fix Vine Max Velocity NRE
boomerang_range_fix ➡️ main
Adusted boomerang range values
boomerang_range_fix -> main
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
main -> vine_capsule_renderer
First compiling example of cheaper single server -> client sync vars 🎉
Ensure base entity initialises SyncVar hooks
Clearer naming for handlers, Sync and Replicate
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
BaseEntity Single SyncVar header, object and send methods
Minor SyncVar code cleanup
Enable encryption
main -> hackweek_syncvars
vine_demo_scrubbing_fix -> main
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.
Put every vine in the update queue (if in a demo)
helicopter_targetting_nre -> main
Helicopter player targetting null check, it should never be null? But lets check just in case
Should fix frozen Heli and NRE spamming
vine_double_descent_animation -> main
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
vine_viewmodel_demo_fix -> main
Ensure spectating player is in first person mode before showing the vine viewmodel
vine_demo_scrubbing_fix -> main
Dont bother with coroutines if in a demo - way better experience
Set position rather than lerping if in demo
Don't ever leave render work queue (once added) if we are in a demo
vine_viewmodel_demo_fix -> main
Prevented deploy/holster from firing without an instance in demos
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
Cover the descending case as well
Ensure vine viewmodel kills itself when dismounting in demos
main -> vine_viewmodel_demo_fix
getheldentity_demo_nre -> main
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
uicompass_demo_nre -> main
Fix UI compass occasionally throwing an NRE in demos
Fix UI fog overlay ocassionally throwing an NRE in demo
boomerang_animation_fix -> main
Ensure there are no occasions where players with waiting to catch animations will keep them
finish position lerp on dismount before drawing updating the vine position
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