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3,671 Commits over 639 Days - 0.24cph!

6 Months Ago
- Worldmodel masks - Shorten reload to single loop - Update arrow tip enable list in the worldmodel
6 Months Ago
Setup some masks for 3rd person animations to ensure they dont fire all the arrows at once
6 Months Ago
Stopped log spam
6 Months Ago
- First pass on multiswap arrow heads - Disable arrow movement in shoot states and just turn it off when shooting - Change which arrows are turned on/off in each state
6 Months Ago
At the end of reloading, play back to idle animation (reload_end)
6 Months Ago
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
6 Months Ago
- Move bolt joints forward - Setup more masks on idle animations
6 Months Ago
- Added view model renderers to the new skinned arrows - FIxed NRE
6 Months Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
6 Months Ago
Removed extra renderer component
6 Months Ago
Setup LOD Renderers on Worldmodel
6 Months Ago
- Swapped to using correct order reload anims - Multiswap arrows improvements - Temporary swap code
6 Months Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
6 Months Ago
Ensured reload to reload step is smooth
6 Months Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
6 Months Ago
- Bettter reload slots - Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead - Tweaked reload fraction settings - More logs
6 Months Ago
Fix broken reload timings
6 Months Ago
Added Viewmodel Renderers to arm and arrow parts
6 Months Ago
Remove start and end duration on fractional reload
6 Months Ago
WIP reload rotation fixes
6 Months Ago
Sorted most other issues, just left with reload
6 Months Ago
Fixed admire mask again to ensure state is retained whilst not overriding strings
6 Months Ago
Same treatment for deploy mask
6 Months Ago
Ensured idle animation mask includes all hand movements
6 Months Ago
- Fixed broken masks causing jaggy arrows - Ensured additive layer behaves itself - Stopped double start of the reload animation
6 Months Ago
- Sorted on attack rotation angles (they had messed themselves up) - Implemented new all strings drawn anim into idle layer
6 Months Ago
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
6 Months Ago
Fix dodgy masks on idle state
6 Months Ago
- Setup mask on string layer states - Adjust some rotation angles
6 Months Ago
Manifest
6 Months Ago
90 degree rotation amount
6 Months Ago
- Swapped siege tower guide mesh from constructable to proper guide - Adjusted offsets
6 Months Ago
- Remove further conflicting bone names - Setup Model root bone
6 Months Ago
- Siege tower doors no longer parent sleepers - Siege tower doors now parents mounted players
6 Months Ago
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
6 Months Ago
Aux2 Network++
6 Months Ago
- Cleaned up layer setup - Bow strings setup on additive layer again - Renames
6 Months Ago
main -> 4ShotMiniCrossbow
6 Months Ago
Runtime hash set to check for allowed types. This should be done in code gen instead
6 Months Ago
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
6 Months Ago
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
6 Months Ago
Added message types
6 Months Ago
Moved siege tower drawbridge notifiers to a slightly better position
6 Months Ago
Removed old towing code left on modular cars
6 Months Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
6 Months Ago
cargo_docking_fishingvillage_fix -> main
6 Months Ago
Increased min distance to a better level
6 Months Ago
Combat Entity compile fixes
6 Months Ago
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
6 Months Ago
vendor_event_printout -> main