userIan Hendersoncancel

4,096 Commits over 701 Days - 0.24cph!

10 Months Ago
Fixed TransformLineRenderer NRE
10 Months Ago
Enable horse siege harness if is towing flag enabled
10 Months Ago
Added end caps to ropes
10 Months Ago
- Reduce distance padding - Fix a bug causing a rope to go to 0,0,0
10 Months Ago
Cherrypicked siege harness
10 Months Ago
- Towing joints are now saved/loaded - Towing graphics are loaded properly along with the joints
10 Months Ago
siege_weapons/visual_towing -> siege_weapons
10 Months Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
10 Months Ago
Fixed catapult
10 Months Ago
siege_weapons -> siege_weapons/visual_towing
10 Months Ago
Reduce the padding distance
10 Months Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
10 Months Ago
Added lead point support to fake physics rope
10 Months Ago
Added a transform line renderer for the extra belt parts on the side of the horse
10 Months Ago
Connect further up the horse (like it would do in real life)
10 Months Ago
Use side anchors rather than central one
10 Months Ago
Added temporary rope material
10 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
10 Months Ago
Use cliententities rather than serverentities to find other towing visuals
10 Months Ago
Re-setup catapult for towing visuals
10 Months Ago
siege_weapons -> siege_weapons/visual_towing
10 Months Ago
timed_explosive_hit_normal -> main
10 Months Ago
Added normals header
10 Months Ago
timed_explosive_hit_normal -> main
10 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
10 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
10 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
10 Months Ago
npc_spawn_on_cargo_fix -> main
10 Months Ago
Early return
10 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
10 Months Ago
npc_spawn_on_cargo_ship_fix -> main
10 Months Ago
Compile errors
10 Months Ago
npc_spawn_on_cargo_ship_fix -> main
10 Months Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
10 Months Ago
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10 Months Ago
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10 Months Ago
- More logs - Call set tow id with detach
10 Months Ago
- Additional Logs - Codegen
10 Months Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points
10 Months Ago
Remove siege weapon towing from cars
11 Months Ago
Minor cleanup and code move
11 Months Ago
- Code cleanup. - Added metrics.
11 Months Ago
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer. Added support for some fake wind and sway.
11 Months Ago
Ensure ride horse shows up higher in menu before towing options
11 Months Ago
Server build errors
11 Months Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
11 Months Ago
Removed logs
11 Months Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
11 Months Ago
Ballista client compile fixex
11 Months Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.