userIan Hendersoncancel

1,525 Commits over 397 Days - 0.16cph!

21 Days Ago
siege_weapons/visual_towing -> siege_weapons
21 Days Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
22 Days Ago
Fixed catapult
22 Days Ago
siege_weapons -> siege_weapons/visual_towing
22 Days Ago
Reduce the padding distance
22 Days Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
22 Days Ago
Added lead point support to fake physics rope
23 Days Ago
Added a transform line renderer for the extra belt parts on the side of the horse
23 Days Ago
Connect further up the horse (like it would do in real life)
23 Days Ago
Use side anchors rather than central one
23 Days Ago
Added temporary rope material
23 Days Ago
Reduced thickness of tow rope, as well as ampliitude of wind
23 Days Ago
Use cliententities rather than serverentities to find other towing visuals
23 Days Ago
Re-setup catapult for towing visuals
23 Days Ago
siege_weapons -> siege_weapons/visual_towing
23 Days Ago
timed_explosive_hit_normal -> main
23 Days Ago
Added normals header
23 Days Ago
timed_explosive_hit_normal -> main
23 Days Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
23 Days Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
23 Days Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
23 Days Ago
npc_spawn_on_cargo_fix -> main
23 Days Ago
Early return
23 Days Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
24 Days Ago
npc_spawn_on_cargo_ship_fix -> main
24 Days Ago
Compile errors
24 Days Ago
npc_spawn_on_cargo_ship_fix -> main
24 Days Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
24 Days Ago
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24 Days Ago
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24 Days Ago
- More logs - Call set tow id with detach
24 Days Ago
- Additional Logs - Codegen
24 Days 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
24 Days Ago
Remove siege weapon towing from cars
27 Days Ago
Minor cleanup and code move
27 Days Ago
- Code cleanup. - Added metrics.
27 Days 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.
27 Days Ago
Ensure ride horse shows up higher in menu before towing options
27 Days Ago
Server build errors
27 Days Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
27 Days Ago
Removed logs
27 Days Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
27 Days Ago
Ballista client compile fixex
27 Days Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
28 Days Ago
Added steer angle calculation to load
28 Days Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
28 Days Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
28 Days 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?)
28 Days Ago
Missed file
28 Days 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