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5,269 Commits over 823 Days - 0.27cph!

1 Year Ago
At the end of reloading, play back to idle animation (reload_end)
1 Year Ago
Some initial balance work (subject to change): Stats are similar to the bow, but slightly less range Regular Crossbow is still better overall (more effective long range and fires further)
1 Year Ago
- Move bolt joints forward - Setup more masks on idle animations
1 Year Ago
- Added view model renderers to the new skinned arrows - FIxed NRE
1 Year Ago
- Fixed 4th reload animation not working (implemented Jarryd's fix) - Removed loop time on the all strings drawn strings drawn layered - Virtual method for reload fraction duration
1 Year Ago
Removed extra renderer component
1 Year Ago
Setup LOD Renderers on Worldmodel
1 Year Ago
- Swapped to using correct order reload anims - Multiswap arrows improvements - Temporary swap code
1 Year Ago
- Rewrote crossbow vm attack and reload code from near scratch - Fixed reloads not working correctly - New animation controller setup - Use Viewmodel Camera
1 Year Ago
Ensured reload to reload step is smooth
1 Year Ago
- Use next free slot rather than shots left for reloading - Disable barrel animation for reloading (just now) - Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
1 Year Ago
- Bettter reload slots - Reduced smoothing into reload from idle state to ensure reload event triggers. Backed smoothing into the idle state instead - Tweaked reload fraction settings - More logs
1 Year Ago
Fix broken reload timings
1 Year Ago
Added Viewmodel Renderers to arm and arrow parts
1 Year Ago
Remove start and end duration on fractional reload
1 Year Ago
WIP reload rotation fixes
1 Year Ago
Sorted most other issues, just left with reload
1 Year Ago
Fixed admire mask again to ensure state is retained whilst not overriding strings
1 Year Ago
Same treatment for deploy mask
1 Year Ago
Ensured idle animation mask includes all hand movements
1 Year Ago
- Fixed broken masks causing jaggy arrows - Ensured additive layer behaves itself - Stopped double start of the reload animation
1 Year Ago
- Sorted on attack rotation angles (they had messed themselves up) - Implemented new all strings drawn anim into idle layer
1 Year Ago
Turn on and off bow string layer weight when reloading, as reload animations handle the bow draw states instead
1 Year Ago
Fix dodgy masks on idle state
1 Year Ago
- Setup mask on string layer states - Adjust some rotation angles
1 Year Ago
Manifest
1 Year Ago
90 degree rotation amount
1 Year Ago
- Swapped siege tower guide mesh from constructable to proper guide - Adjusted offsets
1 Year Ago
- Remove further conflicting bone names - Setup Model root bone
1 Year Ago
- Siege tower doors no longer parent sleepers - Siege tower doors now parents mounted players
1 Year Ago
Hopefully fix flyhack kicks when jumping on top of the siege tower. Made the parent boxes pretty generous
1 Year Ago
- Cleaned up layer setup - Bow strings setup on additive layer again - Renames
1 Year Ago
main -> 4ShotMiniCrossbow
1 Year Ago
Runtime hash set to check for allowed types. This should be done in code gen instead
1 Year Ago
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
1 Year Ago
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
1 Year Ago
Added message types
1 Year Ago
Moved siege tower drawbridge notifiers to a slightly better position
1 Year Ago
Removed old towing code left on modular cars
1 Year Ago
- Changed reload fraction duration to recommended - Enable loop pose on idle
1 Year Ago
cargo_docking_fishingvillage_fix -> main
1 Year Ago
Increased min distance to a better level
1 Year Ago
Combat Entity compile fixes
1 Year Ago
Fishing villages wont spawn close to harbor anymore (prevents interactions between the cargo docking and the village)
1 Year Ago
vendor_event_printout -> main
1 Year Ago
Ensure Road Bradley Event outputs the correct stuff as well
1 Year Ago
Ensure Travelling Vendor event prints out the same stuff as prefab events
1 Year Ago
base_combatentity_code_cleanup -> main
1 Year Ago
main -> base_combatentity_code_cleanup
1 Year Ago
cargo_npc_abduction_fix -> main