userIan Hendersoncancel

5,692 Commits over 913 Days - 0.26cph!

11 Months Ago
Fixed some edge cases
11 Months Ago
Pull scatter shot bees away from the wall like the player thrown ones
11 Months Ago
Let player logic go after our ground setup
11 Months Ago
Fix LOS check using the wrong vector
11 Months Ago
/main/bee_catapult_bomb_clipping_fix -> main
11 Months Ago
Do a line cast before spawning a scattershot swarm, ensure it doesnt clip
11 Months Ago
patrol_heli_Infinity_number_fix -> main
11 Months Ago
Only apply ocean pushback forece provided we are going to a destination above the water plane
11 Months Ago
Fixed 'Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider' helicopter error
11 Months Ago
Prevent unecessary weaving fires Try without generating the event keyword
11 Months Ago
Minor code cleanup
11 Months Ago
Totally remove hash set used for queue and just encode the whole queue into a single uint. We can just send this as the header(since the current queue perfectly reflects the encoded data) Send DemoTransientEntity once per queue instead of for each item in the queue Move is server check to the queueing rather than sending method (more clear)
11 Months Ago
Update SourceGenerator DLL - better error messages
11 Months Ago
boomerang_anim_tweaks -> main
11 Months Ago
Finally displaying server listings. Tags working correctly.
11 Months Ago
Closer to a working browser. Basic tag setup. Use correct page for browser (keep it isolated)
11 Months Ago
main -> syncvars
11 Months Ago
main -> new_menu
11 Months Ago
Optimised SyncAttribute searching on patching step
11 Months Ago
Fix train engine packing options
11 Months Ago
Handle syncvar equality checking in BaseNetworkable: having the method available there makes it easier to use intelisense
11 Months Ago
Remove excess protos on train engine
11 Months Ago
SyncVars (by default) will require a value to be changed before syncing over the network. Turning this off will sync everytime its changed, not every unique change.
11 Months Ago
Fix some logic errors in train sync vars
11 Months Ago
watergun_achievements_fix -> main
11 Months Ago
Route water splashable logic slightly differently so we can keep rad water logic preserved whilst allowing fun water cut offs
11 Months Ago
watergun_achievements_fix -> main
11 Months Ago
Let DoSplash bypass new splash logic on a per call basis Liquid weapons no longer call the new DoSplash logic - just use the old Fun_Water system
11 Months Ago
simple_snow_usage -> main
11 Months Ago
Remove some debug stuff
11 Months Ago
Fix incorrect beehive boolean trigger
11 Months Ago
main -> simple_snow_usage
11 Months Ago
main -> syncvars
11 Months Ago
main -> new_menu
11 Months Ago
Added CompileSimulatorWindow - shows buttons to switch symbols / test compile (button colour feedback on pass/fail) Prefer having visual buttons to click to encourage me to use it
11 Months Ago
compile_simulator_window -> main
11 Months Ago
Set pooling command to editor and listen server only. Let's us use server commands locally. Codegen.
11 Months Ago
pooling_test_command -> main
11 Months Ago
pooling_test_command -> main
11 Months Ago
Wrap whole thing in client block instead
11 Months Ago
Compile error
11 Months Ago
pooling_test_command -> main
11 Months Ago
Added a command to test for pooling NREs on the client by spawning and destroying an object locally one hundred times.
11 Months Ago
vine_pooling_nre -> main
11 Months Ago
Ensure vine renderer is not null
11 Months Ago
vine_swing_dismount_fix -> main
11 Months Ago
Fix vine visual stopping moving when a player dismounts mid air. Finished flag to ensure we have completed our swing
11 Months Ago
sticky_vines_fix -> main
11 Months Ago
Remove vines the second a tree gets killed, rather than keeping them hanging around for a few seconds
11 Months Ago
Attempted fix for vines sometimes staying around (rendering) when the tree is killed Force leaving queue and disabling the renderer when entering/leaving the queue