userJarryd Campicancel

14,411 Commits over 2,800 Days - 0.21cph!

Today
Merge from workshop_scene_qol
Today
Delete WorkshopMeshExporter class, this will be handled manually by artists going forwards
Today
Fixed viewmodel hands appearing red in workshop scene, will now match the spawned player preview (and is updated when the preview is randomised) Removed all SendMessage and BroadcastMessage usage in the workshop preview system, now uses new interface methods for better future proofing
Today
Removed logic that was deleting LODS in workshop editor
Today
Merge from main
Today
Merge from fluid_io_fixes
Today
Fixed editor warnings when inspecting IO entities due to accessibility settings not being loaded in edit mode
Today
Add server.useLegacySprinklerLoadProcess, can be set to true to revert to the old sprinkler load process in case the new process has issues
Today
When reloading a save don't reset the IsOn state for sprinklers
Today
Removed UpdateWorldmodelOutlines context button option on WorldModelOutline, looks like it was used at one point to upgrade all world models in the project and is no longer needed Exposed the Setup context option as a button as it seems to work fine and could save a few clicks when setting up world model outlines
Today
Merge from midi_macos_rebuild
3 Days Ago
Merge from high_walls_skins
3 Days Ago
Added new adobe high wall & gate pack, update the high wall and gate to require this new pack rather than requiring the adobe building skin
3 Days Ago
Merge from vines
3 Days Ago
Attacking a vine will standing near one of it's destinations will make the vine swing to that destination if it is not at that destination
3 Days Ago
Added a temp interaction icon
4 Days Ago
Don't show the world vine to the person riding that vine in first person
4 Days Ago
Fixed vine repositioning incorrectly when swing ends, refactor vine visual out into it's own separate class/hierarchy and move into a budgeted update method
4 Days Ago
Bring density down by 75%
4 Days Ago
Merge from vines
4 Days Ago
Fixed vine update performance at scale
4 Days Ago
Unsaved
4 Days Ago
Add vine tree population Fixed an NRE because tree has no proper colliders (yet)
4 Days Ago
Protobuf
4 Days Ago
Merge from vines
4 Days Ago
Disable time of day movement in the workshop scene (can still use slider) Added new skybox rotation slider Export mesh file dialog now autofills the name of the item
4 Days Ago
Make vine swinging trees immortal
4 Days Ago
Still broken looking but slightly less broken looking vine visual
5 Days Ago
Fixed NRE when previewing F1 grenade in first person in workshop
5 Days Ago
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5 Days Ago
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5 Days Ago
Merge from main
5 Days Ago
Merge from high_walls_skins
5 Days Ago
Disable pooling on the frontier wall variants, causing issues for media production will re-enable after more investigation
5 Days Ago
Merge from main
5 Days Ago
Cherrypick 116963
5 Days Ago
Fix NRE when equipping speargun
5 Days Ago
Merge from main
5 Days Ago
Fix typo in ISprayCallback
5 Days Ago
Fixed "Create gibs in scene" button not working if used on a prefab not in a scene Created corpse for medieval wooden box GibSimulator Finalize button now applies LOD components
5 Days Ago
Merge from softcore_update
5 Days Ago
Merge from deployable_corpse
5 Days Ago
Added a 30m mesh cull to all static gibs
5 Days Ago
Add a console warning when an entity is killed due to the reposition failing (just for debugging purposes) Corpse deployables now inherit the parent of their source deployable, and will restore that parent to the created deployable once repaired
6 Days Ago
Fixed some workbenches and small wood box not falling down when ground destroyed
6 Days Ago
Fixed furnace corpse not dropping on ground missing
6 Days Ago
Fixed some corpse objects missing prevent building volumes Tightened up the gibs on the coffin
6 Days Ago
Run all socket and deploy volume checks when repositioning a corpse deployable, if the new position is invalid destroy the corpse (including items contained within it)
6 Days Ago
Merge from parent
6 Days Ago
Merge from softcore_update