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4,127 Commits over 701 Days - 0.25cph!

5 Months Ago
Put every vine in the update queue (if in a demo)
5 Months Ago
helicopter_targetting_nre -> main
5 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
5 Months Ago
vine_double_descent_animation -> main
5 Months Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
5 Months Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
5 Months Ago
vine_viewmodel_demo_fix -> main
5 Months Ago
Dont bother with coroutines if in a demo - way better experience
5 Months Ago
vine_demo_scrubbing_fix -> main
5 Months Ago
Set position rather than lerping if in demo
5 Months Ago
Don't ever leave render work queue (once added) if we are in a demo
5 Months Ago
vine_viewmodel_demo_fix -> main
5 Months Ago
Prevented deploy/holster from firing without an instance in demos
5 Months Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
5 Months Ago
Cover the descending case as well
5 Months Ago
Ensure vine viewmodel kills itself when dismounting in demos
5 Months Ago
main -> vine_viewmodel_demo_fix
5 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
5 Months Ago
getheldentity_demo_nre -> main
5 Months Ago
uicompass_demo_nre -> main
5 Months Ago
Fix UI compass occasionally throwing an NRE in demos
5 Months Ago
fog_overlay_nre -> main
5 Months Ago
Fix UI fog overlay ocassionally throwing an NRE in demo
5 Months Ago
boomerang_animation_fix -> main
5 Months Ago
Missing files
5 Months Ago
Ensure there are no occasions where players with waiting to catch animations will keep them
5 Months Ago
vine_fixes_2 -> main
5 Months Ago
finish position lerp on dismount before drawing updating the vine position
5 Months Ago
Remove log
5 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
5 Months Ago
better_vine_visuals -> main
5 Months Ago
Better vine renderer and vine hang point placement
5 Months Ago
main -> better_vine_visuals
5 Months Ago
vine_visual_desync_fix -> main
5 Months Ago
Fix vine desyncing if a player jumps on it during its animating state
5 Months Ago
vine_viewmodel_demo_fix -> main
5 Months Ago
Viewmodel demo fix
5 Months Ago
boomerang_demo_fix -> main
5 Months Ago
Midpoint changes
5 Months Ago
fix boomerang throwing nre in demo
5 Months Ago
Initial experiements with making the tail of the vine a spline
5 Months Ago
vinemountable_demo_fix -> main
5 Months Ago
compile fix
5 Months Ago
vinemountable_demo_fix -> main
5 Months Ago
Fix for invisible vines in demos - ensure mountable is in the right place and the visuals have been refreshed
5 Months Ago
outofstock_log_fix -> main
5 Months Ago
Remove is out of stock log
5 Months Ago
boomerang_rebalance -> jungle_update
5 Months Ago
Adjusted a bunch of values to be happier with the faster speed
5 Months Ago
vine_performance_improvements -> jungle_update