userIan Hendersoncancel

3,732 Commits over 639 Days - 0.24cph!

3 Months Ago
vine_demo_scrubbing_fix -> main
3 Months Ago
Fixed Vine Mountables not moving to the correct position when skipping in the demo timeline. This was difficult to track down but appeared to be due to the client network interpolation and how it acts in demos.
3 Months Ago
Put every vine in the update queue (if in a demo)
3 Months Ago
helicopter_targetting_nre -> main
3 Months Ago
Helicopter player targetting null check, it should never be null? But lets check just in case Should fix frozen Heli and NRE spamming
3 Months Ago
vine_double_descent_animation -> main
3 Months Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
3 Months Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
3 Months Ago
vine_viewmodel_demo_fix -> main
3 Months Ago
Dont bother with coroutines if in a demo - way better experience
3 Months Ago
vine_demo_scrubbing_fix -> main
3 Months Ago
Set position rather than lerping if in demo
3 Months Ago
Don't ever leave render work queue (once added) if we are in a demo
3 Months Ago
vine_viewmodel_demo_fix -> main
3 Months Ago
Prevented deploy/holster from firing without an instance in demos
3 Months Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
3 Months Ago
Cover the descending case as well
3 Months Ago
Ensure vine viewmodel kills itself when dismounting in demos
3 Months Ago
main -> vine_viewmodel_demo_fix
3 Months Ago
Fix GetHeldEntity occasionally throwing an NRE in demos, most prevalent in demos when the player had no weapon out. Errors came from: VitalInfo.Refresh, Crosshair.Update and HomingLauncherCamOverlay.TryGetValidLauncher, all erroring at the same place. Fixed by checking container belt and inventory are valid in GetHeldEntity
3 Months Ago
getheldentity_demo_nre -> main
3 Months Ago
uicompass_demo_nre -> main
3 Months Ago
Fix UI compass occasionally throwing an NRE in demos
3 Months Ago
fog_overlay_nre -> main
3 Months Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
3 Months Ago
boomerang_animation_fix -> main
3 Months Ago
Missing files
3 Months Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
3 Months Ago
vine_fixes_2 -> main
3 Months Ago
finish position lerp on dismount before drawing updating the vine position
3 Months Ago
Remove log
3 Months Ago
Use absolute height - should prevent vines from curling at lower points on the tree rather than the canopy. Some adjustments to try and get mountable to continue to update the vine after dismount
3 Months Ago
better_vine_visuals -> main
3 Months Ago
Better vine renderer and vine hang point placement
3 Months Ago
main -> better_vine_visuals
3 Months Ago
vine_visual_desync_fix -> main
3 Months Ago
Fix vine desyncing if a player jumps on it during its animating state
3 Months Ago
vine_viewmodel_demo_fix -> main
3 Months Ago
Viewmodel demo fix
3 Months Ago
boomerang_demo_fix -> main
3 Months Ago
Midpoint changes
3 Months Ago
fix boomerang throwing nre in demo
3 Months Ago
Initial experiements with making the tail of the vine a spline
3 Months Ago
vinemountable_demo_fix -> main
3 Months Ago
compile fix
3 Months Ago
vinemountable_demo_fix -> main
3 Months Ago
Fix for invisible vines in demos - ensure mountable is in the right place and the visuals have been refreshed
3 Months Ago
outofstock_log_fix -> main
3 Months Ago
Remove is out of stock log
3 Months Ago
jungle_update -> aux3