userIan Hendersoncancel

5,036 Commits over 792 Days - 0.26cph!

11 Months Ago
Runtime hash set to check for allowed types. This should be done in code gen instead
11 Months Ago
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
11 Months Ago
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
11 Months Ago
Added message types
11 Months Ago
Moved siege tower drawbridge notifiers to a slightly better position
11 Months Ago
Removed old towing code left on modular cars
11 Months Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
11 Months Ago
cargo_docking_fishingvillage_fix -> main
11 Months Ago
Increased min distance to a better level
11 Months Ago
Combat Entity compile fixes
11 Months Ago
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
11 Months Ago
vendor_event_printout -> main
11 Months Ago
Ensure Road Bradley Event outputs the correct stuff as well
11 Months Ago
Ensure Travelling Vendor event prints out the same stuff as prefab events
11 Months Ago
base_combatentity_code_cleanup -> main
11 Months Ago
main -> base_combatentity_code_cleanup
11 Months Ago
cargo_npc_abduction_fix -> main
11 Months Ago
TriggerParent now does checks to ensure its not parenting shopkeeper or mission provider NPCs
11 Months Ago
rocket_death_info -> main
11 Months Ago
Setup death information on patrol helicopter regular and napalm rockets
12 Months Ago
- Comment updates - Fix animations having lower than normal playback speed
12 Months Ago
- Ensure arrow states are kept in admire - Ensure each reload state resets the rotation timer (still needs more work)
12 Months Ago
Don't transition to idle after each fractional reload part
12 Months Ago
Reduce fractional animation time so the transition to the end state is more apparent
12 Months Ago
Slightly more reliable reload animation. Reload now always dumps into the same slot no matter the barrel orientation
1 Year Ago
- Support seperated arrow meshes from bone - Modify on/off state depending on shots remaining
1 Year Ago
main -> 4ShotMiniCrossbow
1 Year Ago
Removed second realmed removed incase thats the issue as well
1 Year Ago
Hopefully prevent battering ram door from bricking Aux2
1 Year Ago
Added wheel FX to Ballista
1 Year Ago
Fixed Repair Bench pushing an NRE if not unlocked via steam, or dlc item but also doesnt have proper steam category supplied
1 Year Ago
- Added catapult wheel effects - Sorted siege tower wheel effect positions
1 Year Ago
Increased and added more trigger volumes on siege tower - should prevent random kicks for flyhack
1 Year Ago
- All constructables now automatically rotate to face away from you when placing (makes it more intuitive to place) - Increase catapult max place distance to support the larger build check radius
1 Year Ago
Added player check triggers to catapult, battering ram and ballista constructables
1 Year Ago
- Setup to allow constructables to block repair if any player is ontop of the entity - Push toast to the 'repairer' to let them know - Added to siege tower initially
1 Year Ago
Full manifest rebuild
1 Year Ago
main -> primitive
1 Year Ago
hash_conflict_planter -> main
1 Year Ago
Fixed respawning planter causing hash conflicts on sockets
1 Year Ago
manifesti_fix -> primitive
1 Year Ago
1 Year Ago
Siege tower doors now reverse backwards if theres something in the way whilst opening
1 Year Ago
mutelist_expose_steamid -> main
1 Year Ago
Expose users steam ids on chat.mutelist
1 Year Ago
More building volume changes to try and allow door placement
1 Year Ago
More checks to prevent a user from pushing the siege tower from a higher point on the tower
1 Year Ago
Sanitise more flags
1 Year Ago
- Dont use Protected flag - Added up to Reserved19
1 Year Ago
Fixed siege tower wheels using incorrect material on LOD3