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4,609 Commits over 731 Days - 0.26cph!

6 Months Ago
Equal, do not subscribing to delegate. Reduces some allocations.
6 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
6 Months Ago
boomerang_3p_hands_up_fix ➡️ main
6 Months Ago
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6 Months Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
6 Months Ago
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6 Months Ago
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6 Months Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
6 Months Ago
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
6 Months Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
6 Months Ago
main ➡️ syncvars
6 Months Ago
Fix storage monitor not being able to be placed on the Vending Machine
6 Months Ago
Increase the Vine view model exit time padding .1 -> .2
6 Months Ago
vine_lod_fix ➡️ main
6 Months Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
6 Months Ago
vine_maxvelocity_nre_fix ➡️ main
6 Months Ago
Ensure max velocity > 0 even when null
6 Months Ago
Fix Vine Max Velocity NRE
6 Months Ago
boomerang_range_fix ➡️ main
6 Months Ago
Adusted boomerang range values
6 Months Ago
boomerang_range_fix -> main
6 Months 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
6 Months Ago
main -> vine_capsule_renderer
6 Months Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
6 Months Ago
Missed files
6 Months Ago
Missed files
6 Months 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
6 Months Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
6 Months Ago
main -> hackweek_syncvars
6 Months Ago
main ->syncvars
6 Months Ago
vine_demo_scrubbing_fix -> main
6 Months 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.
6 Months Ago
Put every vine in the update queue (if in a demo)
6 Months Ago
helicopter_targetting_nre -> main
6 Months Ago
Helicopter player targetting null check, it should never be null? But lets check just in case Should fix frozen Heli and NRE spamming
6 Months Ago
vine_double_descent_animation -> main
6 Months Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
6 Months Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
6 Months Ago
vine_viewmodel_demo_fix -> main
6 Months Ago
Dont bother with coroutines if in a demo - way better experience
6 Months Ago
vine_demo_scrubbing_fix -> main
6 Months Ago
Set position rather than lerping if in demo
6 Months Ago
Don't ever leave render work queue (once added) if we are in a demo
6 Months Ago
vine_viewmodel_demo_fix -> main
6 Months Ago
Prevented deploy/holster from firing without an instance in demos
6 Months Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
6 Months Ago
Cover the descending case as well
6 Months Ago
Ensure vine viewmodel kills itself when dismounting in demos
6 Months Ago
main -> vine_viewmodel_demo_fix
6 Months 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