userIan Hendersoncancel

4,096 Commits over 701 Days - 0.24cph!

11 Months Ago
Added steer angle calculation to load
11 Months Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
11 Months Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
11 Months Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
11 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
11 Months Ago
Missed file
11 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
11 Months Ago
Added fx effects to all of the battering rams wheels
11 Months Ago
- Dont force wheel update code. Abstract -> Virtual - Base Siege Weapon now implements VehicleChassisVisuals Client Wheel User - Siege Weapon Wheels are stored on the shared class now - Swapped all siege weapons over to Bills new system (apart from BatteringRam) - BaseSiegeWeapon handles most of the movement logic
11 Months Ago
Refactor: Further simple vehicle changes - Turned SimpleVehicleVisuals into a utility class instead. - Introduction of SimpleCarVisualsController to handle passing of appropriate settings into VehicleChassisVisuals. - Setup standard wheel update method. Retained old method of overrides.
11 Months Ago
SimpleVehicleVisuals server compile fix
11 Months Ago
Created simple vehicle system. This is a wrapper around the original VehicleVisuals system which allows quick creation of vehicle wheel movement without immense boilerplate.
11 Months Ago
voice_chat_cctv -> main
11 Months Ago
▋▋▄▌ ▄▍███▋▋▋▉▊██▇█▋▅ ▋▋█▇▌▍▅▉. ▍▇▍▄ ▆▊▍▅▌▋▆▍ ▆▅▊▊▅█▌.▊▊▄▆ ▅▅▍▅▄ ▇▋▍▅ ▌▍ █▅▌▋█▌▋▆ ▉▉▅▌ ▍▉▄▋▅█ ▄▉▍ ▍▄▌▌▇▉▌▌ ▄▌▅▅▇ ▋▉ ▌▇▍ ▍▌▇█▊▍
11 Months Ago
Remove 'radioactivity changed' editor log
11 Months Ago
radioactive_changed_removal -> main
11 Months Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
11 Months Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
11 Months Ago
Fix server build error
11 Months Ago
report_copy_steamid -> main
11 Months Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
11 Months Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
11 Months Ago
main -> voice_chat_cctv
11 Months Ago
main -> vines
11 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
11 Months Ago
Initial work to render a line
11 Months Ago
Dispose of line renderer on destroy
11 Months Ago
- Vine object - Prefab setup
11 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
11 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
11 Months Ago
Change mountable so the player doesnt insta die on dismount
11 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
11 Months Ago
main -> vines
11 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
11 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
11 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
11 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
11 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
11 Months Ago
Change input to jump only
11 Months Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
11 Months Ago
divesite_despawn_fix -> main
11 Months Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
11 Months Ago
Partial modifier and RPC build
11 Months Ago
- Scene updates - Prefab properties populated - Manifest
11 Months Ago
Merge fixes
11 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
11 Months Ago
radtown_spline_fixes -> main
11 Months Ago
patrolheli_orbitstrafe_fix -> main
11 Months Ago
radioactive_water_convars -> main
11 Months Ago
buoy_spawn_fix -> main