userIan Hendersoncancel

6,576 Commits over 1,066 Days - 0.26cph!

11 Months Ago
Run ai loop faster
11 Months Ago
Wire up the tooltip text Add some phrases for each of the states Crappy wheel detection, will need changed in future
11 Months Ago
Fix some broken flex stuff in the boat building hud prefab
11 Months Ago
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
11 Months Ago
Missed files
11 Months Ago
Rename ServersideMountedWeapon to MountedWeapon
11 Months Ago
Add more playables null checks
11 Months Ago
Fixed protobuf
11 Months Ago
main -> naval_update
11 Months Ago
wallpaper_viewmodel_fix -> main
11 Months Ago
Fix wallpaper planner viewmodel playing its deploy animation faster than regular planner viewmodel
11 Months Ago
console_vehicle_ui -> main
11 Months Ago
Just search through shortnames. makes sense as its what we can see in the menu
11 Months Ago
Fix search not working properly for the vehicles console tab
11 Months Ago
console_vehicle_ui -> main
11 Months Ago
Remove Amazon import??? IDE's fault.
11 Months Ago
console_vehicle_ui -> main
11 Months Ago
console_vehicle_ui -> main
11 Months Ago
Generate a bunch of missing icons More changes to item defs Swap Train and Misc category enum positions - fix broken prefabs
11 Months Ago
Forgot trains - Sorry Bill!
11 Months Ago
Make sure every spawnable vehicle has an item Tag all of the vehicles with the correct categories Setup Entity references on all of the new items Fix some naming / icon issues
11 Months Ago
Can detect spawn names via ItemModEntityReference
11 Months Ago
Initial setup. Can now spawn some vehicles via the F1 menu. Vehicles split into categories: Helicopters, Cars, Bikes, Boats, Animals, Siege, Misc
11 Months Ago
building_planner_viewmodel -> main
11 Months Ago
Remove the animation on build
11 Months Ago
Eye following view (if you want it)
11 Months Ago
Test branch for alex
11 Months Ago
playables_fixes_2 -> naval_update
11 Months Ago
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
11 Months Ago
Add null protection to all exposed methods referencing the playable controller
11 Months Ago
naval_update -> pt_boat_2
11 Months Ago
Fix rear turret clipping on the ptboat
11 Months Ago
Compass reference is broken here too for some reason
11 Months Ago
Fix lost compass reference
11 Months Ago
pt_boat_2 -> naval_update
11 Months Ago
Ensuire AI is saved
11 Months Ago
naval_update -> pt_boat_2
11 Months Ago
Run anims on place/block change
11 Months Ago
Final gen
11 Months Ago
rpc_improvements -> main
11 Months Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
11 Months Ago
Can now use BaseEntity and BasePlayer as arguments in RPCs. Automatically evaulated at the other side when read This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
11 Months Ago
scientist_boat_fixes_3 -> naval_update
11 Months Ago
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
11 Months Ago
scientist_boat_fixes_3 -> naval_update
11 Months Ago
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
11 Months Ago
scientist_boat_fixes_3 -> naval_update
11 Months Ago
Retain group id between saves
11 Months Ago
Allow crate to be saved. Prevent NRE by delaying loot fill a few seconds, this ensures the
11 Months Ago
scientist_boat_fixes_3 -> naval_update