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6,055 Commits over 974 Days - 0.26cph!

1 Year Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
1 Year Ago
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1 Year Ago
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1 Year Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
1 Year 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
1 Year Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
1 Year Ago
main ➡️ syncvars
1 Year Ago
Fix storage monitor not being able to be placed on the Vending Machine
1 Year Ago
Increase the Vine view model exit time padding .1 -> .2
1 Year Ago
vine_lod_fix ➡️ main
1 Year Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
1 Year Ago
vine_maxvelocity_nre_fix ➡️ main
1 Year Ago
Ensure max velocity > 0 even when null
1 Year Ago
Fix Vine Max Velocity NRE
1 Year Ago
boomerang_range_fix ➡️ main
1 Year Ago
Adusted boomerang range values
1 Year Ago
boomerang_range_fix -> main
1 Year 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
1 Year Ago
main -> vine_capsule_renderer
1 Year Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
1 Year Ago
Missed files
1 Year Ago
Missed files
1 Year 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
1 Year Ago
BaseEntity Single SyncVar header, object and send methods Minor SyncVar code cleanup Enable encryption
1 Year Ago
main -> hackweek_syncvars
1 Year Ago
main ->syncvars
1 Year Ago
vine_demo_scrubbing_fix -> main
1 Year 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.
1 Year Ago
Put every vine in the update queue (if in a demo)
1 Year Ago
helicopter_targetting_nre -> main
1 Year Ago
Helicopter player targetting null check, it should never be null? But lets check just in case Should fix frozen Heli and NRE spamming
1 Year Ago
vine_double_descent_animation -> main
1 Year Ago
Add a tiny bit of exit time to allow the descend true flag to come in, a small amount is enough
1 Year Ago
Ensure spectating player is in first person mode before showing the vine viewmodel
1 Year Ago
vine_viewmodel_demo_fix -> main
1 Year Ago
Dont bother with coroutines if in a demo - way better experience
1 Year Ago
vine_demo_scrubbing_fix -> main
1 Year Ago
Set position rather than lerping if in demo
1 Year Ago
Don't ever leave render work queue (once added) if we are in a demo
1 Year Ago
vine_viewmodel_demo_fix -> main
1 Year Ago
Prevented deploy/holster from firing without an instance in demos
1 Year Ago
Fix OR check implicit grouping screwing us (was evaluating the OR and discregarding the null check) - causing the viewmodel to double deploy
1 Year Ago
Cover the descending case as well
1 Year Ago
Ensure vine viewmodel kills itself when dismounting in demos
1 Year Ago
main -> vine_viewmodel_demo_fix
1 Year 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
1 Year Ago
getheldentity_demo_nre -> main
1 Year Ago
uicompass_demo_nre -> main
1 Year Ago
Fix UI compass occasionally throwing an NRE in demos
1 Year Ago
fog_overlay_nre -> main