userIan Hendersoncancel

2,774 Commits over 548 Days - 0.21cph!

6 Months Ago
Gave TransformLineRender an IsEnabled property that can correctly turn it on and off and remove the jobs whilst preserving allocations.
6 Months Ago
Fixed catapult
6 Months Ago
siege_weapons -> siege_weapons/visual_towing
6 Months Ago
Reduce the padding distance
6 Months Ago
- Increase tow rope resolution - Increase length slightly from the optimal distance in order to make the rope slightly slack - Setup lead points on visuals to try and make the rope -> transform rope a little nicer
6 Months Ago
Added lead point support to fake physics rope
6 Months Ago
Added a transform line renderer for the extra belt parts on the side of the horse
6 Months Ago
Connect further up the horse (like it would do in real life)
6 Months Ago
Use side anchors rather than central one
6 Months Ago
Added temporary rope material
6 Months Ago
Reduced thickness of tow rope, as well as ampliitude of wind
6 Months Ago
Use cliententities rather than serverentities to find other towing visuals
6 Months Ago
Re-setup catapult for towing visuals
6 Months Ago
siege_weapons -> siege_weapons/visual_towing
6 Months Ago
timed_explosive_hit_normal -> main
6 Months Ago
Added normals header
6 Months Ago
timed_explosive_hit_normal -> main
6 Months Ago
Flip if statement to use checkbox first (prevents a .HasValue() call unless matches normal is actually on)
6 Months Ago
Cache hit normal on projectile impact. Try and use this hit normal should it be valid and explosionMatchesNormal is ticked
6 Months Ago
Organised TimedExplosive's 200 properties into some groups to split up a wall of text in editor (rip muscle memory)
6 Months Ago
npc_spawn_on_cargo_fix -> main
6 Months Ago
Early return
6 Months Ago
Handle cargo switch off in npc spawner rather than cargo. Ensures more consistent behaviour
6 Months Ago
npc_spawn_on_cargo_ship_fix -> main
6 Months Ago
Compile errors
6 Months Ago
npc_spawn_on_cargo_ship_fix -> main
6 Months Ago
Made npc_spawn_on_cargo_ship actually do what it says it does
6 Months Ago
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6 Months Ago
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6 Months Ago
- More logs - Call set tow id with detach
6 Months Ago
- Additional Logs - Codegen
6 Months Ago
Initial work on seeing the actual tow connection as ropes: - Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches - Horse now syncs the entity id of the entity its towing - Created TowingVisuals class which creates and manages rope connections - Uses FakePhysicsRope to connect up and simulate ropes - Setup base prefab - Setup catapult towing visual connection points
6 Months Ago
Remove siege weapon towing from cars
6 Months Ago
Minor cleanup and code move
6 Months Ago
- Code cleanup. - Added metrics.
6 Months Ago
Added fake physics rope to use for towing: puts a rational bezier curve along a line renderer. Added support for some fake wind and sway.
6 Months Ago
Ensure ride horse shows up higher in menu before towing options
6 Months Ago
Server build errors
6 Months Ago
Changed towing/detaching to be menu items on the horse rather than automatic/keybinds
6 Months Ago
Removed logs
6 Months Ago
Work around to try and get battering ram wheels working. Still issues, now due to gimbal lock
6 Months Ago
Ballista client compile fixex
6 Months Ago
Finally got Battering Ram wheel movement working as it should. Increased update rate. Call visuals.UpdateTickStopped when client tick stops.
6 Months Ago
Added steer angle calculation to load
6 Months Ago
- UpdateWheelVisualsSimple now uses correct delta - Battering ram forces a visuals update once to start
6 Months Ago
Fixed clientside wheel turning for the battering ram. Just infer turn angle from wheel input and max steer angle.
6 Months Ago
- Fixed client build issues - Added IClientComponent to Battering ram and BaseSiegeWeapon visuals - Allow instantForced to be called in SimpleVehicleVisuals - Remove Logs - Moved away from quaternions when applying wheel rotation (should help with bugs?)
6 Months Ago
Missed file
6 Months Ago
- Battering ram moved over to use chassis visuals via SimpleVehicleVisuals. - Added support for multiple steer and clamp angles to SimpleVehicleVisuals - Set up more logs - BatteringRamVisuals
6 Months Ago
Added extra error messages to SimpleVehicleVisuals to make working with the vehicle system a bit easier