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6,055 Commits over 974 Days - 0.26cph!

12 Months Ago
Allow rotating with R when wall snapping
12 Months Ago
Cleanup
12 Months Ago
Can no longer use wall snapping to bypass max placement distances for objects Don't safely assume the first snap canditate will be valid
12 Months Ago
" Cooking workbench Mixing table Shelves Tier 1 -> Tier 3 workbench Small planter Large planter Bathtub and Railroad planter variants Fireplace Half shelves Fridge Sofa Legacy Furnace Table
12 Months Ago
Can wall snap: Storage locker Small wooden box Electric Furnace Furnace Bed Sleeping bag As well as tc, large box etc.
12 Months Ago
Swap to raw matricies since we dont have the transform at this point Cache raw entity on socket attribute setup Apply snapping logic to wooden large boxes Take bounds centre into consideration
12 Months Ago
Finally working snapping Apply global directions again to ensure consistency Flatten normal so we dont get any weird tilting behaviours
12 Months Ago
Much more reliable snapping behaviour - use normals and offsets in local space instead
12 Months Ago
More accurate snapping, seems to work more of the time Still some strange bugs on certain surfaces and alignments
12 Months Ago
Use a socket system instead Defaults to Socket_Free if user isnt using snap This allows more deterministic snap behaviour between client + server when determining placement Use global rather than local directions
1 Year Ago
ian_serializable_field_cleanup -> main
1 Year Ago
Fix siege weapon vehicle audio compile error
1 Year Ago
WIP
1 Year Ago
main -> snap_deployables
1 Year Ago
ian_serializable_field_cleanup -> main
1 Year Ago
Serializable field fix - BatteringRamVisuals
1 Year Ago
Serializable field fix - SiegeWeaponVehicleAudio
1 Year Ago
patrol_heli_revision_2 -> main
1 Year Ago
Increased size of patrol helicopter map icon Made flee map marker more visible Made flee map path more visible
1 Year Ago
main -> patrol_heli_revision_2
1 Year Ago
populate_heli_path_nre_fix -> main
1 Year Ago
Additional check in map view
1 Year Ago
Dont render heli flee map path if the flee marker is useless Nuke flee marker if it still exists on heli death
1 Year Ago
syncvar_none_compile_fix -> main
1 Year Ago
Fix compile mode None throwing errors in syncvar generated classes
1 Year Ago
WIP
1 Year Ago
Very rubbish first attempt at wall snapping when placing deployables
1 Year Ago
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1 Year Ago
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1 Year Ago
patrol_heli_revision_2 -> main
1 Year Ago
Removed logs Ensure heli can crash at airfield? Extend flee monument search range
1 Year Ago
Patrol helicopter flee map marker matches rotation Patrol helicopter flee map marker shows an estimated to flee location
1 Year Ago
Reduce button width More phrase support for interaction modal Show 'cant connect to steam' error popup as an interaction modal instead
1 Year Ago
Layout changes Ensure bootstrap page has the same interaction modal as main menu
1 Year Ago
Fixed bug preventing the title from taking up all the space if the subtitle is empty Codegen Test method
1 Year Ago
Interaction Modal can now be enabled/disabled with static methods Can output translations rather than raw text Buttons can be wired up to whatever we want when starting the popup Custom layout is setup on call for whatever the user wants
1 Year Ago
Fix incorrect height calulation on new flee point Remove logs
1 Year Ago
Create map marker at the position the helicopter will flee to Create a dotted line from current position to the flee position Use a syncvar to handle the map routing
1 Year Ago
main -> patrol_heli_revision_2
1 Year Ago
Fix errored netread logic
1 Year Ago
syncvar_vector_fix -> main
1 Year Ago
Cherrypick syncvar vector fix
1 Year Ago
syncvar_vector_fix -> main
1 Year Ago
Ensure the same references are generated throughout
1 Year Ago
WIP
1 Year Ago
Fix syncvar generator not working properly with Vector3 and Quaternion
1 Year Ago
Token changes
1 Year Ago
Create flee map markers
1 Year Ago
Compile fix
1 Year Ago
Don't flee if the target is close to a monument (within 50 meters of the centre)