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12,781 Commits over 2,315 Days - 0.23cph!

20 Days Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
20 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
20 Days Ago
Merge from floating_cities
20 Days Ago
S2P all FC's + HLOD
20 Days Ago
Fixed some missing farm access dialogue
21 Days Ago
Missing file
21 Days Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
21 Days Ago
Merge from parent
21 Days Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
21 Days Ago
Merge from hackweek_boxsorting (last UI pass)
21 Days Ago
Merge from box_sorting_ui
21 Days Ago
Merge from main
21 Days Ago
Merge from main Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
23 Days Ago
Merge from main_merge_31_oct_try_again
23 Days Ago
Delete duplicate DDrawCommand file CopyPaste updates Reapply junkpile water changes
24 Days Ago
Merge from main (attempt 2, same as last time but kept destination changes on copypaste)
24 Days Ago
Merge from main (deeply cursed merge) Manual changes in: GameManifest-Generate.cs CopyPaste.cs BaseNetworkable.cs BaseEntity.server.cs - could not merge at all, ran text merge GeneralEditorPrefProvider.cs - could not merge at all, ran text merge GameUI.Hud.Map.prefab - kept source changes, will need to redo naval map changes JunkpileWater.cs - complete nightmare, kept source changes and will redo naval changes
24 Days Ago
Merge from foliage_swap
24 Days Ago
Override the lerp, not the position
24 Days Ago
Add rotateAroundMuzzlePoint slider to ViewmodelSway component Add a overrideSwayOriginPoint field, can be used to modify the other side of the sway lerp (overrideSwayOriginPoint -> muzzlePoint with rotateAroundMuzzlePoint lerp value)
24 Days Ago
Merge from hackweek_boxsorting
24 Days Ago
Fixed sorting settings missing some localization
24 Days Ago
Switch fog of war back to the background thread, seems to work locally?
24 Days Ago
Merge from ttk_convars
24 Days Ago
Merge from attackheli_fixcar_changes
24 Days Ago
Merge from krieg_boulder_outline
24 Days Ago
Merge from egghunt_invis_fix
24 Days Ago
Merge from hackweek_boxsorting
24 Days Ago
Exposed allowSorting toggle on StorageContainer so we can manually opt in containers, off by default Enabled on Large and small wooden boxes, coffin
24 Days Ago
Merge from main
24 Days Ago
Merge from elevator_power_qol
24 Days Ago
Merge from main
25 Days Ago
Merge from main
25 Days Ago
Increase the speed of player elevators (3m/s -> 5m/s) Reduce the delay at the end of the lift movement for player elevators (1s -> 0.2s)
25 Days Ago
Remove old elevator IO entity
25 Days Ago
Fix power status not updating properly when an elevator is killed
25 Days Ago
Merge from hackweek_boxsorting
25 Days Ago
Styling updates
25 Days Ago
Update sort button to restore previous padding settings
25 Days Ago
Codegen
25 Days Ago
Merge from main
25 Days Ago
Added server.monumentPuzzleResetRadiation, will disable the new radiation behaviour and fall back to the old behaviour Removed some leftover logs
25 Days Ago
Fix 'puzzlereset' command not turning off radiation
25 Days Ago
Fixed radiation zones not disabling after players leave area
25 Days Ago
Merge from puzzle_reset_changes
25 Days Ago
Subtract 135644
25 Days Ago
Elevators now have a Power In slot on every floor, if any elevator in a stack has power the whole stack will be considered powered Still WIP, have one edge case issue to fix
25 Days Ago
Merge from eye_wearable_fix_2
25 Days Ago
Another attempt at fixing hazmats with WearableEyeViewAdjustment still displaying the head when a player is killed while wearing (krieg, pilot hazmats mostly) Also fixes those hazmats not showing the head mesh on the invisible verison we use to render local player shadows
25 Days Ago
Allow all the frankenstein parts to be added to conveyor filters