userIan Hendersoncancel

4,581 Commits over 731 Days - 0.26cph!

1 Year Ago
Use side anchors rather than central one
1 Year Ago
Added temporary rope material
1 Year Ago
Reduced thickness of tow rope, as well as ampliitude of wind
1 Year Ago
Use cliententities rather than serverentities to find other towing visuals
1 Year Ago
Re-setup catapult for towing visuals
1 Year Ago
siege_weapons -> siege_weapons/visual_towing
1 Year Ago
timed_explosive_hit_normal -> main
1 Year Ago
Added normals header
1 Year Ago
timed_explosive_hit_normal -> main
1 Year Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
1 Year Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
1 Year Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
1 Year Ago
npc_spawn_on_cargo_fix -> main
1 Year Ago
Early return
1 Year Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
1 Year Ago
npc_spawn_on_cargo_ship_fix -> main
1 Year Ago
Compile errors
1 Year Ago
npc_spawn_on_cargo_ship_fix -> main
1 Year Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
1 Year Ago
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1 Year Ago
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1 Year Ago
- More logs - Call set tow id with detach
1 Year Ago
- Additional Logs - Codegen
1 Year 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
1 Year Ago
Remove siege weapon towing from cars
1 Year Ago
Minor cleanup and code move
1 Year Ago
- Code cleanup. - Added metrics.
1 Year 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.
1 Year Ago
Ensure ride horse shows up higher in menu before towing options
1 Year Ago
Server build errors
1 Year Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
1 Year Ago
Removed logs
1 Year Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
1 Year Ago
Ballista client compile fixex
1 Year Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
1 Year Ago
Added steer angle calculation to load
1 Year Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
1 Year Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
1 Year 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?)
1 Year 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
1 Year Ago
Missed file
1 Year Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
1 Year Ago
Added fx effects to all of the battering rams wheels
1 Year 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
1 Year 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.
1 Year Ago
SimpleVehicleVisuals server compile fix
1 Year 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.
1 Year Ago
voice_chat_cctv -> main
1 Year Ago
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1 Year Ago
Remove 'radioactivity changed' editor log