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3,825 Commits over 639 Days - 0.25cph!

9 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier
9 Months Ago
Added fx effects to all of the battering rams wheels
9 Months 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
9 Months 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.
9 Months Ago
SimpleVehicleVisuals server compile fix
9 Months 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.
9 Months Ago
voice_chat_cctv -> main
9 Months Ago
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9 Months Ago
Remove 'radioactivity changed' editor log
9 Months Ago
radioactive_changed_removal -> main
9 Months Ago
Ensured correct connection is put in sphere should the secondary connections be close enough to other players
9 Months Ago
Cache and pass the Remote Control Entity position into GetSecondaryConnectionsWithin
9 Months Ago
Fix server build error
9 Months Ago
report_copy_steamid -> main
9 Months Ago
Added copy button to F7 report menu. Allows you to copy SteamID of player you are going to report
9 Months Ago
CCTV Cameras can now hear in game voice feeds - GetConnectionsWithin can now check connections to players secondary groups to see if they are close enough - Extra connections added to ConnectionsInSphereList as normal
9 Months Ago
main -> voice_chat_cctv
10 Months Ago
main -> vines
10 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild
10 Months Ago
Initial work to render a line
10 Months Ago
Dispose of line renderer on destroy
10 Months Ago
- Vine object - Prefab setup
10 Months Ago
- Holding E when nearing the end of a vine will swap you to an appropriately set next vine - Rotation speed changes - Mountable now shared between swings
10 Months Ago
Rotate y angle of mountable higher as dy increases. Gives access to higher angles wil more steep vine swings
10 Months Ago
Change mountable so the player doesnt insta die on dismount
10 Months Ago
Now able to rotate z axis porabola arcs via using world space to project each point around a central pivot
10 Months Ago
main -> vines
10 Months Ago
Auto dismount player at the end of sampling (just use distance for now)
10 Months Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
10 Months Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
10 Months Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
10 Months Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
10 Months Ago
Change input to jump only
10 Months Ago
Mountable: - Added dismount on input - Added eye override pose - Adjusted poses when on mountable - Changed mountable spawning behaviour
10 Months Ago
divesite_despawn_fix -> main
10 Months Ago
Doubled divesite check radius - Still low enough to properly despawn divesites - High enough to allow swim to surface
10 Months Ago
Partial modifier and RPC build
10 Months Ago
- Scene updates - Prefab properties populated - Manifest
10 Months Ago
Merge fixes
10 Months Ago
- Initial launch point and mountable basic scripts - Basic prefab setup - Vine launch points can connect together
10 Months Ago
radtown_spline_fixes -> main
10 Months Ago
patrolheli_orbitstrafe_fix -> main
10 Months Ago
radioactive_water_convars -> main
10 Months Ago
buoy_spawn_fix -> main
10 Months Ago
Initial scene setup
10 Months Ago
Slight value tweaks
10 Months Ago
Greatly buffed rad amount from sprinklers by over 70% This makes it high enough to lightly affect full kits
10 Months Ago
Buffed the amount of rads given by splashes of radioactive water by 40%
10 Months Ago
Prevent Bunker Entrances being valid targets for heli crash
10 Months Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter