userJarryd Campicancel

12,473 Commits over 2,588 Days - 0.20cph!

12 Minutes Ago
Merge from AugustQuickfire_Buffs1
14 Minutes Ago
Merge from AugustQuickfire_2Pie2Furious
15 Minutes Ago
Merge from car_wheel_fix
16 Minutes Ago
Merge from white_firework_boomer
23 Minutes Ago
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
31 Minutes Ago
Merge from reduce_nade_stack_size
36 Minutes Ago
Merge from homing_launcher_tweaks
41 Minutes Ago
Merge from semi_pistol_tweaks
45 Minutes Ago
Merge from launchsite_walkway
49 Minutes Ago
Merge from new_achievements_sep26 (clan achievements)
59 Minutes Ago
Score achievement is now awarded when earning any score, not at a threshold
1 Hour Ago
Merge from main
1 Hour Ago
Merge from tc_auth_group_tests
1 Hour Ago
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
2 Hours Ago
Merge from main
2 Hours Ago
Merge from marketplace_power
2 Hours Ago
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
Today
Some market terminal UI to explain the system
Today
Hooked up sale info in-game UI
Today
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
Today
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
Today
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Today
Merge from main
Today
Merge from monument_blockers_fixes
Today
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
Yesterday
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
Yesterday
Merge from main
Yesterday
Merge from modular_car_handling_improvements
Yesterday
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
Yesterday
Merge from main
Yesterday
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
Yesterday
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
Yesterday
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
Yesterday
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
Yesterday
Merge from new_navmesh_fixes
Yesterday
Merge from cactus_impact_effects
Yesterday
Merge from FoundationMeleeLOS_fix
Yesterday
Merge from high_external_wallgate_COL
Yesterday
Merge from MarketTerminal_Names
Yesterday
Merge from AugustLowCraftBuffs
Yesterday
Merge from heavy_helmet_audio
Yesterday
Add audioMuffleAmount to ItemModWearable, allows us to muffle game audio based on specific clothing Muffled game audio when wearing heavy plate helmet
2 Days Ago
Merge from dome_fuel_cap
2 Days Ago
Capped fuel pump crude storage amount at dome to 1000 (per pump) S2P dome
2 Days Ago
Merge from deepsea_terrain_everywhere
2 Days Ago
Fix merge issue
2 Days Ago
Merge from main
2 Days Ago
Merge from deepsea_terrain_everywhere
2 Days Ago
Added deepsea.terrain_everywhere replicated convar, enables the deep sea terrain splats everywhere when enabled
5 Days Ago
Merge from rentableshop_improvements_aug_26