userJarryd Campicancel
reporust_rebootcancel

13,864 Commits over 2,496 Days - 0.23cph!

25 Days Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
25 Days Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
25 Days Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
26 Days Ago
▊▆▌█▍▆ ▉▊▆▌ ▊▊▌▅▊▇▍▄▅▌▆▉▋▆▌█▌▉█▄▌
26 Days Ago
▊▊█▄ ▄█▊▊▍▅▆▄ █▄▆▄▄▋▅▅▍ ▄█▉▊▅▅▇▌█▅ ▄▆▅▌▇
26 Days Ago
▄▋▇▇▋▌ ▆▅▉▄ ▍▋█▉
26 Days Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
26 Days Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
26 Days Ago
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
26 Days Ago
Added a TwoAnimBlend example
26 Days Ago
Add general fade in/out support
26 Days Ago
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
26 Days Ago
Merge from elevator_fixes_apr_26
26 Days Ago
▍▍▆▇▍▅█ ▊▍▋▊ ▇█▄▌▇█▆▊▊█▉▍█▋▆▊▍▌▍▉▉
26 Days Ago
Allow elevator cables to update while offscreen
26 Days Ago
█▅▅▋ ▉▉▄▅▉▉▇ ▄▇█▋█▆█ ▉█▄▌█ ▇█▇▄▄▄ ▉█▋█▅▌ ▆▌▌ ▄▉▍▇▆▌▍▇ █▆▌▊▌██ ▊▋▉▊ ▋▆ ▆█▍▅
27 Days Ago
Some new Light LOD system tests
27 Days Ago
Merge from elevator_fixes_apr_26
27 Days Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
27 Days Ago
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
27 Days Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
27 Days Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
27 Days Ago
Compile fix
27 Days Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
27 Days Ago
Fixed broken NVG sounds
27 Days Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
27 Days Ago
Enable single frame parenting for AK mag drop effects
27 Days Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
28 Days Ago
▋▇▊▇▆▊ ▉▆▍█ ▆▊▉▆▄▅▅▆▇▄▇▅█▊▋▋█▍▆▉▆▍▉▇
28 Days Ago
▆▄▍▅▌▋▅▋ ▌▄█▍▌▋▇▉▊ ▉▆▊▅▍▆▇▊▄ ▊▇▍▋▌▊▅ ▇▌▆ ▊▋▇▌ ▌▍█▉▊▄▉▊▆
28 Days Ago
▊▆▊▆▌▄ ▍▇▅▉ ▋▇▇▋▋▊█▌▉▊▆▄▇▊▇▉█▊█▍▆▇█▅▆█▆▋▌▄
28 Days Ago
▅▍▍▄▇▅▉▌▄ ▆▄▉ ▊▆▄ ▄▄▆▉▆▅▌ ▅▇▆▍▉ ▄▆▅▍▄▄▅ ▌██▄▋ █▋▋▄ ▇▇▌▌▋▌▄▍▊▌ ▋█▇▋▉▋█ ▊ ▉▊▌▇ ▍█ ▉▇▉▊▍▉▄█▇ ▌▋▍█ ▅▌ ▅ ▅▅▆▆▇▊▉▊ ▌▆▆ ▌▆▄▅▄█▇▆ ▇▆█▄▅▋▆ ▄█▄ ▉▆▇▌▇▉▋▄▊▅▍▋ ▍▌ ▊▆▆▆▇▊▋▉ ▅▍█▌▊▅▅█▅▉ ▄▊▆▄ ▍▍ ▌▉█ ▄▋▅ ▆▉▇▊▇▍█▍▋▋ ▇▄▅▇▇█▌▉ ▍▆ ▍▇▋▇▉▊▆▆ ▇▋▆▊ ▋▍▊▌▉▄ ▌▆▄▆▋ ▆▇▅▌▉▊█▊▌ ▄▉ ▅▌▌▍▄▊▊▅▉ ▄▉ ▊▇▅▋ ▉▌▌▊▋ ▅▋▊█▄▇ ▌▊▊▍ ▅▇▊▆▋▋▄▊▍▆▉
28 Days Ago
▉▄▌▇▄▉ ▆▇▊▅ ▌▅▊▊▍▅▋▇█▄▋▄▊▇▍▄▍▅▇▋▌▆▌▄▌
28 Days Ago
▄▋▅▅▉▊▋▌▉▋▄ ▇▍▅▆▉▇▋█▊▉
28 Days Ago
▉▉█▍▅▌▇▇█ ▇▇▊ ▆▊▉ ▍▍▅█ ▆█▉▇▊▋▋▆ ▍▌▅▄▋▄▍ ▅▅▆▊▌▊▌▇ ▅▌▋█ ▅▊▇██▇▆▊█ ▍▅ ▌▅▇▉▇▉▆▇▉▉ ▆▉▇▊▆▆▋
28 Days Ago
Merge from main
28 Days Ago
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
28 Days Ago
Crude produced at a monument is locked, can only be moved via IO Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
28 Days Ago
Merge from ducked_splash_fix
28 Days Ago
Slight change for better LOS check
28 Days Ago
Merge from main
28 Days Ago
▋▊▇▅▆█ █▌▌▉ ▋█▇▌█▌█▄▄▆▋█▅▄▉▇▄▌▆▊▆▇▌▊▉▊
28 Days Ago
▅▇▊▍ ▌▉▄▇ ▋▆▄▊▊ ▇▋▅▄█▄▌▉ ▅▍▋█▋▆▆ ▍▌▌▄ █▊▆▉▊▄█▊▅ █▅ ▆▇▄▇█ ▄▉▋▄▄▌
28 Days Ago
▉▇▋█▊█ ▌▌▌▊ ▌▆▌▊
28 Days Ago
▄▄▄▆▅▉ █▇▋▆ ▅█▅▅▅▅▊█▌▋▉▅▊▍▊▉▇▇▋█▍▍▅█
28 Days Ago
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
31 Days Ago
▅▍▍▆▆▋ ▇ █▅▅ ▄▌▌▌▌▍▅▆▇▆▋▉▆█▆▌▌▆▋▍▋▄▄█▍▌▄ ▋▅█▉▌▌▆ ▅▉▇▉ ▌▍▄ ▋▉▉▅▊▊ ▉▄█▌▅▊▆█▄ ▋█▌▍▌█▅▍ ▋▍▋▍▆ ▊ ▉▆▇▋▌▍ █▉ ▆▇▅▉▋▋ ▉▇▅ ▊▌▅▋▍▋
31 Days Ago
Merge from easter_disable_2026
31 Days Ago
Disable easter event
31 Days Ago
▄▋▅█ █▆▉█ ▊▊▅▋▄▋ ▄█▉▌▆ ▊▆▉▉▄▌▆ █▋ ▊▋▆ ▍█▇▉▋▋▄█ ▅█ ▋▉▌▄▄▍▉ ▉█ ▊▍▊▊▇ █▅▅▉▅▌ ▌▋▍ █▅▆▋▅ ▇▊ █▇ ▄▆▉▄▋ ▍▋▇▍▆ ▆▅▆▇▋ ▍▄▉▊ █▆ ▇▊▍▉ █▌▋▅▇▅▋▅▊ ▉█▌██▅▋ ▌▍▉▉▌▅