userIan Hendersoncancel

3,732 Commits over 639 Days - 0.24cph!

3 Months Ago
High quality compression settings
3 Months Ago
Made waterworld for testing
3 Months Ago
main ➡️ naval_update
3 Months Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
3 Months Ago
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3 Months Ago
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3 Months Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
3 Months Ago
Some minor fixes Experimenting with different queue implementation
3 Months Ago
main ➡️ syncvars
3 Months Ago
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3 Months Ago
boomerang_demo_timing_fix -> main
3 Months Ago
More accurate results in demo than before
3 Months Ago
Fixed client prediction code trying to be run in demo, this was causing some timing innacuracies Don't attempt to move the boomerang if the demo is scrubbing Try and predict model state if scrubbing
3 Months Ago
Setup more reliable found collider check
3 Months Ago
Filter out road meshes when spawning the Travelling Vendor
3 Months Ago
vine_poolable -> Aux3
3 Months Ago
Ensure no left over vine instances are left in the work queue when pooling
3 Months Ago
Setup queuing and packing methods. SyncVars are added to each entities queue. Setup Sync() and SyncImmediate(), behaves similarly to SendNetworkUpdate() and SendNetworkUpdateImmediate() Setup standardised getter method to retreive sync vars current values without using reflection or any pre existing list.
3 Months Ago
Swap syncvars to send shorts instead. (Id is class relative so no problem with duplicates)
3 Months Ago
Equal, do not subscribing to delegate. Reduces some allocations.
3 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
3 Months Ago
boomerang_3p_hands_up_fix ➡️ main
3 Months Ago
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3 Months Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
3 Months Ago
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3 Months Ago
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3 Months Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
3 Months Ago
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
3 Months Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
3 Months Ago
main ➡️ syncvars
3 Months Ago
Fix storage monitor not being able to be placed on the Vending Machine
3 Months Ago
Increase the Vine view model exit time padding .1 -> .2
3 Months Ago
vine_lod_fix ➡️ main
3 Months Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
3 Months Ago
vine_maxvelocity_nre_fix ➡️ main
3 Months Ago
Ensure max velocity > 0 even when null
3 Months Ago
Fix Vine Max Velocity NRE
3 Months Ago
boomerang_range_fix ➡️ main
3 Months Ago
Adusted boomerang range values
3 Months Ago
boomerang_range_fix -> main
3 Months Ago
Fixed Boomerang not having better attack range on players and NPCs Rewrote server projectile to allow overrides in the right places Boomerang does two attack checks - hits players and npcs at a higher radius
3 Months Ago
main -> vine_capsule_renderer
3 Months Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
3 Months Ago
Missed files
3 Months Ago
Missed files
3 Months Ago
Client.Connection receive methods. Initial code generator to hook SyncVar OnValueChanged method to our SendSyncVar method (server only) Only give a damn about single SyncVars for now
3 Months Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
3 Months Ago
main -> hackweek_syncvars
3 Months Ago
main ->syncvars