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4,565 Commits over 731 Days - 0.26cph!

3 Days Ago
More predictable behaviour. Attempt to prevent it from breaking 20% of the time
3 Days Ago
Fix menu player being borked - dont need playables there
3 Days Ago
playables_fixes -> naval_update
3 Days Ago
playables_fixes -> naval_update
3 Days Ago
Fix hold poses being screwed
3 Days Ago
Dont setup the playable graph for ragdolls. Stops an NRE when getting near a ragdolled player or killing one
3 Days Ago
scientist_boats_gameplay_2 -> naval_update
3 Days Ago
Dont turn the leg animators on for NPCs - its glitchy right now
3 Days Ago
Add PT loot spawning
3 Days Ago
Do RHIB/PT Boat loot spawning from static spawn methods instead
3 Days Ago
3 Days Ago
scientist_boats_gameplay_2 -> naval_update
3 Days Ago
Compile fixes
3 Days Ago
Fixed somne bugs with scientist boat oil rig manager
3 Days Ago
A group of scientist boats will now spawn at large oil rig: - On puzzle reset we will check how many are at oil rig and ensure we are <= 3 - If not captured these boats will be deleted on save/load - Will stay around oil rig in a 100 meter radius
3 Days Ago
3 Days Ago
When you hack the ghost ship crate: - A group of scientist boats will spawn nearby - Drive to the ghost ship and mark it as a protected area - Will attempt to engage the players who just hacked the crate
4 Days Ago
Add in methods to find free positions (for boat spawning) in radius's around centre point Fix more mounted weapon set NREs
4 Days Ago
Refactor boat spawning code into a generic static method so I can spawn boat groups from anywhere
4 Days Ago
naval_update -> scientist_boats_gameplay_2
4 Days Ago
naval_update/deep_sea -> naval_update
4 Days Ago
Increased player search range of PT Boat and RHIB PTBoat has much higher range. This means that a PT Boat will be most likely find a target and inform the group Its in the players best interest to kill the PT Boats, preventing groups from coming at them
4 Days Ago
scientist_boats_gameplay_2 -> naval_update
4 Days Ago
Made RHIB scientists way less tanky
4 Days Ago
Fix SetGesture() not working right with the new playables system. After recreating the playables graph animation controller we need to wait a full frame to allow the animator to be properly relinked. We can then apply weights as normal. Sleeping gestures etc were being ignored before: should now be back to normal
4 Days Ago
Force animator warmup to wait a frame for playables to intiialise first. This prevents calls to animator.Update() without a frame buffer in the middle
4 Days Ago
scientist_boats_gameplay_2 -> naval_update
4 Days Ago
compile fixes
4 Days Ago
Restore return for invalid dismount positions, not affecting us anymore after moving seat positions
4 Days Ago
Fix MountedWeaponSeat NRE
4 Days Ago
Push the wander direction away from the wall if it gets too close. Hopefully this will stop scientist boats congregating at the corners of the deepsea for no reason
4 Days Ago
naval_update -> pt_boat_2
4 Days Ago
scientist_boats_gameplay_2 _> naval_update
4 Days Ago
Fix fingers not working on reload animations
5 Days Ago
pt_boat_2 -> naval_update
5 Days Ago
naval_update -> pt_boat_2
5 Days Ago
PTBoat Scientists can use the rear turret properly
5 Days Ago
Missed file
5 Days Ago
Fix crash
5 Days Ago
Invert forward support Compile fixes Setup rear turret as inverted forward
5 Days Ago
Move the player behind the turret as the turret moves (rear one) Create an appropriate mapped postion behind the rear turret to move the player to Always match player position and rotation to be relative to the turret Remove is visible check (wasnt needed) Fix unclamped client predicted pitch/yaw Player leg animator support for Vehicle Detailed Remove un-needed align local player turret rotation convar
5 Days Ago
seat changes
5 Days Ago
Rear turret reload animation actually walks up to the rear turret rather than having fixed feet Fix issues with the turret rotation not being set to 0,0
5 Days Ago
One shot animation system changes: Fix incorrect full body mask Make additive argument actually do something Enable/Disable leg animator rather than just blending weights StopCurrentOneShot will nuke any previous running coroutines
5 Days Ago
Add AlignLocalPlayerTurretRotation to force the local players player model to conform to the same rotation lock as replicated players/ai
5 Days Ago
Codegen
5 Days Ago
Add Hand IK targets (disable when reloading) Fix front turret flapping around Fix front turret being able to clip into the floor of the boat Move player slightly further away from rear turret
5 Days Ago
Fix hips staying locked when moving the turrets up and down
5 Days Ago
naval_update -> pt_boat_2
7 Days Ago
scientist_boat_ai -> naval_update