userJarryd Campicancel

12,210 Commits over 2,557 Days - 0.20cph!

Today
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Today
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Today
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
Today
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Today
Subtract 157099
Yesterday
Merge from workshop_subsystems
Yesterday
Very annoying refactor to add support for AnimationSubSystems to the workshop preview scene Sub systems can now be initialised with just a PlayerModel and no BasePlayer
Yesterday
Merge from invoke_cleanup
Yesterday
Fixed a missing CancelInvoke in Climate
Yesterday
Fixed up ItemModConversation, it's just a prototype and not in use but it's bad code
Yesterday
Fixed most cases of Invoke being used with a string parameter and not a method (which usually won't work on the client) Notable cases I left untouched: CommunityUI Notable cases I fixed that might fix bugs in game: -UVTextureAnimator, looks like it might be used for some blood fx -WillifeHazard scaling (snakes)
Yesterday
Merge from terrain_copy_window
Yesterday
Added a car lift to dome (editor only)
Yesterday
S2P large oil
Yesterday
ElectricGenerator now saves/loads it's requiredPowergridStage Otherwise any setting to this in monuments would be lost on server restart
Yesterday
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
Yesterday
Server fix, grey out foliage option at edit time
Yesterday
Add foliage support
Yesterday
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX Updated it to bake out the terrain, using the terrain baker from the tropical island
Yesterday
IOEntityEditor is now a dockable toolbar
Yesterday
Fix NRE on boot of standalone monument scenes (PowergridManager)
Yesterday
Fixes
4 Days Ago
Merge from main
4 Days Ago
Cow will now run if the player it's following gets too far away
5 Days Ago
Fixed codegen not being able to generate code for entities in namespaces Added follow interaction to cows, they will follow a player who interacts with them until dismissed
5 Days Ago
Added livestock scene to dev menu
5 Days Ago
Merge from roof.bottom.line conditionals consistency pass
5 Days Ago
Merge from Piano_AnimFix
5 Days Ago
Merge from apartment_complex_monument (swing jumping)
5 Days Ago
Merge from swing_launch
5 Days Ago
Fixed redundant RendererLOD on door.hinged.industrial_a_e Fixed missing MeshCull on CCTV yaw mesh
5 Days Ago
Merge from main
5 Days Ago
Merge from scene_check_tool
5 Days Ago
Fixed HLOD renderers appearing as renderers without LODs in scene checker
5 Days Ago
Removed old tools, now replaced with unified SceneChecker
5 Days Ago
Merge from main
5 Days Ago
Fixed some water catcher panel help issues
6 Days Ago
S2P sphere tank + HLOD
6 Days Ago
Added a display of which modules will be spawned on the test cars in the vehicle editor Saves having to click through into the scriptable object
6 Days Ago
Updated dome setup with new art Moved the fuel pump models into the entity itself
6 Days Ago
Merge from shadow_caching_tooltip_fix
6 Days Ago
Merge from shadow_caching_framerate_fix
6 Days Ago
Merge from shadow_caching_ambientlightlod_fix
6 Days Ago
Merge from main
6 Days Ago
Merge from apt_cctv_culling
6 Days Ago
Merge from fix_trap_displacement
6 Days Ago
Merge from fix_buffer_upload_mode
6 Days Ago
Merge from fix_demo_culling
6 Days Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
6 Days Ago
First pass on cow prefab Basic FSM with idle and roam