userIan Hendersoncancel

4,103 Commits over 701 Days - 0.24cph!

1 Year Ago
Cherrypicked event compile fix
1 Year Ago
Fixed codegen errors
1 Year Ago
Merge Main -> Travelling Vendor
1 Year Ago
Greatly improved the reliability of pull over checks. Now correctly notices electrical boxes, electric poles, cactus and junkpiles in basically all cases
1 Year Ago
Fixed rear wheels not moving Fixed indicators Vendor now destroys road signs that it comes in contact with
1 Year Ago
Adjusted wheel collider values. Appears to be more stable overall
1 Year Ago
Dont force network update every fixed update. Seems to provide better results at first glance
1 Year Ago
Fixed vending machine screens not showing anything
1 Year Ago
Handbrake system to help prevent tipping over when first spawned Swapped collider checks from vis.colliders to overlapspherenonalloc to try and pick up electric poles Better error messages for when the vendor doesnt spawn
1 Year Ago
Lowered centre of mass
1 Year Ago
Fixed incorrect positions of vendor fronts (again) Vehicle lights bool rewrite again Refactor of indicator code Prefab changes
1 Year Ago
Reduce left right wobble Debug logs for brakes/indicators
1 Year Ago
Reload road categories when loading cached road. This should prevent issues where the vendor couldn't be spawned after loading a save.
1 Year Ago
Setup most of the base to handle indicator blinking
1 Year Ago
Extra map markers
1 Year Ago
Light setup in vendor client Setup VehicleLight to support setting transmittance VehicleLight now supports using the brake colour as a seperate off colour rather than just black Merge conflicts
1 Year Ago
Fixed server build errors
1 Year Ago
Merge issues fixed
1 Year Ago
Power boost to stop struggling on hills Logs removed
1 Year Ago
Do wheel rotations in quaternion space to avoid gimble lock Further clientside angle adjustments
1 Year Ago
Clientside axle and wheels now follow serverside position FX effects added for different terrain types Wheel and axle rotation setup for the correct axis All references now swapped over to use VisualCollider WheelColliders now shared
1 Year Ago
Fixed incorrect tangent when checking pull over position validity
1 Year Ago
Reference wheel colliders through VisualCarWheel VendorVisuals initial setup
1 Year Ago
Refactored pull over point code to work with points behind the vendor Players in noclip will now not be put into the blockers list - this will prevent the vendor from driving off when content creators are trying to make videos
1 Year Ago
Missed files
1 Year Ago
Angle and height check on pull over positions Added no build area to front of vendor and moveable no build sphere to pull over position in order to prevent griefing when a pullover point is decided Setup combined rig with vendor code Cleanup
1 Year Ago
Added extra hours method to wipe timer
1 Year Ago
Don't spawn travelling vendor if Bradley is on the road - preemptively prevents any issues with Bradley pathing
1 Year Ago
Optimised ring road search
1 Year Ago
Basic vehicle visuals port
1 Year Ago
Use map marker for vendor instead. Remove ability to see what it has in advance through a vending machine icon.
1 Year Ago
Forgot the marker!
1 Year Ago
Null error
1 Year Ago
Round prices up to the nearest 5 to make them look nicer
1 Year Ago
Ensured ring road will be found if one exists on the map. Fixes problem stopping vendor from being spawned on a totally fine map.
1 Year Ago
Fixed client compile error
1 Year Ago
Fixed vendor front spacing and placement
1 Year Ago
Fixed dodgy serverside references causing duplicate vendor fronts and turrets Vendor fronts should now be spawned in the correct position Setup work for new icon Prefab changes
1 Year Ago
merge from heli_groundheight_fix -> main (stops heli error spam)
1 Year Ago
Heli now uses fixed height again
1 Year Ago
Stubbed on destroy code
1 Year Ago
Fixed broken protobuf file
1 Year Ago
Merge main
1 Year Ago
Codegen. Ready to go
1 Year Ago
Added quick death to get on AUX.
1 Year Ago
Fixed roads being picked up as a spawn check Added some convars to customise behaviour
1 Year Ago
Vendor spawn event will now check a bunch of spawn positions before selecting appropriate one. This prevents vendor from spawning on top of anything.
1 Year Ago
Fixed broken top turrets
1 Year Ago
Added more sell orders Broken new turret setup with vendor Setup turrent variant
1 Year Ago
Fixed incorrect index (again)