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3,831 Commits over 639 Days - 0.25cph!

7 Months Ago
Sanitise more flags
7 Months Ago
- Dont use Protected flag - Added up to Reserved19
7 Months Ago
Fixed siege tower wheels using incorrect material on LOD3
7 Months Ago
primitive -> Aux2
7 Months Ago
Hopefully that prevents all building spots on the tower
7 Months Ago
Avoid Siege Tower flag conflicts
7 Months Ago
primitive -> Aux2
7 Months Ago
- Tie prevent building layers on bridges to the bones instead - Allow animation bones to exist on the server
7 Months Ago
- Oversize prevent building triggers - Each Drawbridge handles its own prevent building area
7 Months Ago
- Ensured correct wheel type is used for the right hand side of the tower - Removed unused LOD4
7 Months Ago
primitive -> Aux2
7 Months Ago
- Attempts to fix parenting on drawbridges - Wheel LOD fix
7 Months Ago
Fixed side areas on constructable tower
7 Months Ago
Setup Siege Tower LODs 0-3
7 Months Ago
Fixed some broken prevent building colliders
7 Months Ago
- Improved the siege tower collisions on stage changes - Removed invisible doorway colliders on constructable stages
7 Months Ago
Ensured constructable entities update state on the serverside as well as the clientside
7 Months Ago
Added collider to the little overhang roof beside the window
7 Months Ago
Flip tower orientation whilst placing so it looks away from you
7 Months Ago
Fixed broken constructable entity reference
7 Months Ago
- Fixed broken guide mesh - Fixed offset guide mesh deploy location
7 Months Ago
Fixed broken colliders and positions on siege tower constructable stages
7 Months Ago
Added generate.command so you can just double click rather than running terminal
7 Months Ago
Fixed protobufs not generating on OSX
8 Months Ago
vending_stats_fixes_2 -> main
8 Months Ago
- Ensure 'Sold' is translated on single feed entries - Ensure 'Purchased on' is translated on the tooltip popup - Rebuilt phrases
8 Months Ago
Flipped drone accessibility and see stats (makes more sense to the eye)
8 Months Ago
Further work on handling reload state with arrow persistence
8 Months Ago
- Properly initiate fractional reload animation set - Sit for whole length of single reload animation
8 Months Ago
Fixed Single Reload Finish -> idle transfer
8 Months Ago
Fixed deploy -> idle time
8 Months Ago
- Managed to make it rotate without flipping the barrel mid way through - Major code cleanup: use set of angles instead of figuring them out on the fly
8 Months Ago
- Use fixed set of angles for clockwise/anticlockwise so we dont need to duplicate or create new animations - Ensured anticlockwise works just like clockwise angles
8 Months Ago
Codegen Tests
8 Months Ago
Fixed methods being renamed OnDiedByPlayer
8 Months Ago
Added a fresh OnKilled() method inside BaseNetworkable which is actually called OnKilled()
8 Months Ago
Rename Entity profiler back to OnKilled()
8 Months Ago
Replace BaseCombatEntity::OnKilled() with BaseCombatEntity::OnDied() Since when you Kill an entity OnKilled isnt called, its only called on Die() so its way less confusing to be actually named that
8 Months Ago
-Battering Ram wheels now steer the correct way -Battering Ram wheels rotate via Quaternions
8 Months Ago
Experiment with dark pie menu colors
8 Months Ago
Setup rotation through animation curve
8 Months Ago
Swap over to using Quaternions instead
8 Months Ago
Ass rotate implementation. Setup anim events. Moved everything over to a Viewmodel script
8 Months Ago
main -> 4ShotMiniCrossbow
8 Months Ago
deauth_toolcupboard_lock_fix -> main
8 Months Ago
Deauth/Auth radius command now works for the locks on Tool Cupboards
8 Months Ago
primitive -> Aux2
8 Months Ago
Fixed weirdness when applying a door to the Siegetower
8 Months Ago
vending_fixes -> main
8 Months Ago
primitive -> Aux2