userJarryd Campicancel

12,890 Commits over 2,345 Days - 0.23cph!

15 Minutes Ago
Don't run LimitedTurnNavAgent if there are no players within 150m Check every 5s
1 Hour Ago
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
6 Hours Ago
Merge from naval_update
Today
Fix casino npc not hooked up to vending machine S2P all floating cities
Today
Adjust scale of deep sea ghost ship markers
Today
Fixed warning spam on space LR
Today
Merge from lr_canvas_rework
Today
Hooked up low ammo and burst indicators
Today
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea Baked out a texture for the LCD font, made a material and quad per digit
Today
Merge from naval_update
Today
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
Today
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
Today
Sail canvas collider now ignores player movement, prevents players geting stuck Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
Today
Add a death screen icon for the new scientist
Today
Protobuf, codegen
Today
Merge from main (will need fixes)
Yesterday
Merge from main
Yesterday
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera Fixes the player spinning around when dismounting the cannon
Yesterday
Standardised cannon LODs
Yesterday
Fixed coconut world spawn with wrong label FIxed wrong item id on coconut item
Yesterday
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
Yesterday
Fixed incorrect id's on two deep sea dwellings
Yesterday
Merge from naval_update
Yesterday
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
Yesterday
Can no longer use the spray can on modular boats
Yesterday
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings) Admin only
Yesterday
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Yesterday
AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
Yesterday
Merge from main HoldType.Construction override controller conflicted, used the version on this branch as it's more likely to be up to date with newer animations building_planner.entity conflicted, used the version from main PlayerAnimation.controller, 1module_cockpit_with_engine, player_model, PlayerModel.cs and PlayerModel.IK.cs all merged with no issues
4 Days Ago
Merge from naval_update
4 Days Ago
Fixed mainland fog of war being cleared when deep sea closes
4 Days Ago
Null check in TerrainPath:FindClosest
4 Days Ago
Add PT Boats to deep sea vehicle whitelist
4 Days Ago
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4 Days Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
5 Days Ago
Merge from naval_update
5 Days Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
5 Days Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
5 Days Ago
Fixed boat splash fx not turning back on when a camera re-enters range
5 Days Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
5 Days Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
5 Days Ago
Redo confetticannon.deployed renderer simplification
5 Days Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
5 Days Ago
Merge from mute_dialog_warning_fix
5 Days Ago
Merge from heli_fixcars_changes_2
5 Days Ago
Merge from cargoship_updatemovement_nre_fix
5 Days Ago
Merge from deleteentitiesbyshortname_fix
5 Days Ago
Fix MountedWeaponSeat client compile error
5 Days Ago
Small ramp will stop if it detects a blockage on the construction layer
5 Days Ago
Add a vehicle world collider to the plank