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5,458 Commits over 854 Days - 0.27cph!

10 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
10 Months Ago
boomerang_3p_hands_up_fix ➡️ main
10 Months Ago
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10 Months Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
10 Months Ago
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10 Months Ago
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10 Months Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
10 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
10 Months Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
10 Months Ago
main ➡️ syncvars
10 Months Ago
Fix storage monitor not being able to be placed on the Vending Machine
10 Months Ago
Increase the Vine view model exit time padding .1 -> .2
10 Months Ago
vine_lod_fix ➡️ main
10 Months Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
10 Months Ago
vine_maxvelocity_nre_fix ➡️ main
10 Months Ago
Ensure max velocity > 0 even when null
10 Months Ago
Fix Vine Max Velocity NRE
10 Months Ago
boomerang_range_fix ➡️ main
10 Months Ago
Adusted boomerang range values
10 Months Ago
boomerang_range_fix -> main
10 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
10 Months Ago
main -> vine_capsule_renderer
10 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
10 Months Ago
Missed files
10 Months Ago
Missed files
10 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
10 Months Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
10 Months Ago
main -> hackweek_syncvars
10 Months Ago
main ->syncvars
10 Months Ago
vine_demo_scrubbing_fix -> main
10 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.
10 Months Ago
Put every vine in the update queue (if in a demo)
10 Months Ago
helicopter_targetting_nre -> main
10 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
10 Months Ago
vine_double_descent_animation -> main
10 Months Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
10 Months Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
10 Months Ago
vine_viewmodel_demo_fix -> main
10 Months Ago
Dont bother with coroutines if in a demo - way better experience
10 Months Ago
vine_demo_scrubbing_fix -> main
10 Months Ago
Set position rather than lerping if in demo
10 Months Ago
Don't ever leave render work queue (once added) if we are in a demo
10 Months Ago
vine_viewmodel_demo_fix -> main
10 Months Ago
Prevented deploy/holster from firing without an instance in demos
10 Months Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
10 Months Ago
Cover the descending case as well
10 Months Ago
Ensure vine viewmodel kills itself when dismounting in demos
10 Months Ago
main -> vine_viewmodel_demo_fix
10 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
10 Months Ago
getheldentity_demo_nre -> main