userJarryd Campicancel

14,031 Commits over 2,527 Days - 0.23cph!

29 Minutes Ago
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
59 Minutes Ago
Swap EntityRefs to Syncvars, remove synced NetworkableIds
3 Hours Ago
Merge from containerioentity_sorting
3 Hours Ago
Merge from main
3 Hours Ago
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
3 Hours Ago
Merge from PlayerRigUpdate2
4 Hours Ago
Fixed animation warnings on torch
Today
Merge from shield_disconnect_fix
Today
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
Today
Typo fix
Today
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
Today
Added framework for blocking some items in rentable store inventory
Today
Merge from demo_cfg_frame_0
Today
Adjust timing so this runs after replicated vars are applied
Today
Merge from PlayerRigUpdate2
Today
Don't run the sprint sub system on npc's
Today
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
Today
Merge from melee_subsystem_weapons
Today
Some more mild sub system editor speed ups
Yesterday
Bring in both arms on the attack state
Yesterday
Fixed SetParameterLerpAnimatorBehaviour not working
Yesterday
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
Yesterday
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
Yesterday
Merge from parent
Yesterday
Removed on phone animator state and parameter (now handled by subsystems)
Yesterday
Merge from main
Yesterday
Merge from phone_handle_fix
Yesterday
Fixed phonebooth handset position as well
Yesterday
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
Yesterday
Merge from demo_cfg_frame_0
Yesterday
Demo cfgs are now run whenever the demo is reset to the beginning, not just on demo load
Yesterday
Increase tick rate of oil producer (60s -> 10s) Added WaterCatcher.ForceEnableOilSwitch to bypass the oil rig switch for testing
Yesterday
Unsaved
Yesterday
Added a very placeholder diagram to the oil rig fuel switch
Yesterday
Convert the Water Catcher loot panel to RustText Add some help text to explain that a vehicle is needed to access the oil
Yesterday
Codegen
Yesterday
Added a switch to large oil rig puzzle room to enable/disable the crude pump at dome Disabled tie-in to power system (for now)
Yesterday
Merge from decimal_parse_default_fix
2 Days Ago
Merge from Sunglasses_Clipping_Fix
2 Days Ago
Merge from conditional_hair_lod2s
2 Days Ago
Merge from model_culling_fixes
2 Days Ago
Merge from heavy_plate_legclip_fix
2 Days Ago
Merge from clothing_reskin_pool_fix
2 Days Ago
Fixed riot helmet front plate not getting reskinned properly in some circumstances (pooling issue)
2 Days Ago
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5 Days Ago
Only allow one shop at a time
5 Days Ago
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5 Days Ago
Fixed currency not being deposited in vending machine inventory
6 Days Ago
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
6 Days Ago
Fixed VM stats not working on rentable shops