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12,023 Commits over 2,527 Days - 0.20cph!

17 Days Ago
Merge from main
17 Days Ago
Merge from PlayerRigUpdate2
17 Days Ago
Merge from ballistic_helmet_weight_fix
17 Days Ago
S2P all floating cities, fixes missing mannequin meshes
17 Days Ago
Remove unused override
17 Days Ago
Merge from industrial_dlc
17 Days Ago
Fixed industrial torch anims not applied to sub systems
17 Days Ago
Merge from main
17 Days Ago
Merge from mortar_prototype (fixes mortar animations)
17 Days Ago
Fix editor only NRE when playing first person sounds
17 Days Ago
Fix
17 Days Ago
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
20 Days Ago
Industrial torch uses vm camera Fixed 3p flare visible in first person
20 Days Ago
Swap out the materials on the industrial torch when enabled/disabled
21 Days Ago
Merge from tutorial_animator_fixups
21 Days Ago
Delete some more deprecated components
21 Days Ago
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
21 Days Ago
Merge from PlayerRigUpdate2
21 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
21 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
21 Days Ago
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
21 Days Ago
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
21 Days Ago
Merge from main (no conflicts)
31 Days Ago
Merge from main
31 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
31 Days Ago
Sphere tank scene is now playable
31 Days Ago
Added a crude oil producer to dome
31 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
31 Days Ago
Merge from main
34 Days Ago
Fixed gingerbread man corpses throwing errors
34 Days Ago
Updated position of player model in wanted poster renders
34 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
34 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
34 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
34 Days Ago
Debug readout + removed a log
34 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
34 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
34 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
35 Days Ago
Show icons on the marketplace terminals
35 Days Ago
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right
35 Days Ago
Added a new Drone Availability Manager entity Exposes a variety of options for limiting the use of vending machine drones MarketDrone.drone_disable_in_bad_weather - disables drone purchases in rain or storms MarketDrone.drone_disable_at_night - disables drone purchases at night MarketDrone.drone_disable_on_new_wipe - disables drones entirely for the first X hours of a wipe in reatime, defaults to 24h
35 Days Ago
Adjust both arms curve on torch attack animations
35 Days Ago
Created a new Wearable Variant Creator Window, simple tool that lets us make new premade skeleton variants Presents a list of every wearable in the project, can pick and choose which items you want and it then produces a new prefab with the skinned meshes setup and LODs stripped Keeps prefab links to original clothing so this shoud be more future proof as we modify/update clothing
36 Days Ago
Fixed looping gestures fading out after a single loop (but not actually ending)
36 Days Ago
Added a visible list of all of the currently active subsystems on the PlayerModel inspector, can click them to select the gameobject of that system (since now the player could be affected by a mountable and held entity at the same time)
36 Days Ago
Fixed every player being followed by a disembodied mouth and eyeballs, just out of sight, forever watching....
36 Days Ago
Better fix, also fixes first frame of weapon being held not looking correct
36 Days Ago
Fix held entity sub systems not working in builds (torches)
36 Days Ago
Apply to motorbike driver seat as well
36 Days Ago
Sweapped the snowmobile seats over to use an animation subsystem