userJarryd Campicancel

4,849 Commits over 1,158 Days - 0.17cph!

Yesterday
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Yesterday
Merge from pushbuttonburst
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Yesterday
Return passthrough even if unpowered (behaviour is unchanged)
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2 Days Ago
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2 Days Ago
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2 Days Ago
Merge from elevator_block
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2 Days Ago
Fix server compile error
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2 Days Ago
Merge from main
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2 Days Ago
Fixed non-normal textures not being able to export from the workshop UI
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2 Days Ago
Added an editor button to update the read only socket name if it needs updating
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2 Days Ago
Sort displayed cameras alphabetically
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2 Days Ago
Show a list of cameras in the Editor Window with a toggle and solo option
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3 Days Ago
Added a trigger to the bottom of the lift that repositions ragdolls on top of the lift if it detects a ragdoll beneath it
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3 Days Ago
Increased drag (0.05 -> 0.1) and lowered paddle force (1 -> 0.7) when there are two players mounted to a kayak
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3 Days Ago
The hurt volume on the bottom of the elevator lift will now also hurt AI's (including horses) Increased damage dealt by the hurt volume
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3 Days Ago
Merge from main
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3 Days Ago
Add another prevent building volume to block deployable placement on elevator floor (but not block upgrades)
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3 Days Ago
Don't set the block that called for an elevator as busy (no longer needed now that we don't have built in buttons)
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4 Days Ago
Merge from elevator_block
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4 Days Ago
NRE fix
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4 Days Ago
Merge from elevator_block
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4 Days Ago
The Push Button will now send a small burst of electricity when pressed, even if it has no input
comment1 Comment
4 Days Ago
Merge from main
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4 Days Ago
Some cinematic commands for managing multiple cameras: debug.listcameras lists every camera debug.setdisplay modifies the target display of a given camera debug.solocam enables the given camera and turns off all others (except the gameplay camera)
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4 Days Ago
Added a screenshake when the elevator arrives at a floor
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4 Days Ago
Horses now parent to elevators Added an extra PreventMovement volume that activates when the lift is idle to assist them getting on/off at floors (stepping over the small gap)
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4 Days Ago
Increased elevator health (250 -> 600)
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4 Days Ago
Disable the bottom prevent building volume on the bottom floor of the elevator to ensure the foundation/floor can be upgraded
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4 Days Ago
Increased elevator speed (time per floor 3s -> 2s)
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4 Days Ago
Moved elevator to electrical category
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4 Days Ago
Added a menu option to go to the top or bottom of an elevator shaft when looking at the up/down buttons
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4 Days Ago
Merge from main
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5 Days Ago
Fixed incorrect rotation check in elevator socket
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5 Days Ago
Fix being able to block shaft with triangle floor piece Fixed elevators connecting to each other through entities placed in a floor frame Can no longer build elevators on top of an entity placed in a floor frame
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5 Days Ago
Update floor socket name (in prefab and script) Manifest update
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5 Days Ago
Don't allow the lift to move if a vehicle is in the lift space
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5 Days Ago
Merge from elevator_block
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5 Days Ago
Remove DDraw
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5 Days Ago
Clamp admintime to 0-23 since a DateTime can't have an hour of 24
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5 Days Ago
Merge from elevator_block
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5 Days Ago
Explicitly don't allow elevator connections if there is a floor between blocks (was inconsistent before) Don't allow EntityLinks between elevator blocks if there is a floor between the blocks Kill elevator blocks during OnPhysicsNeighbourChanged if they don't have a floor or connected elevator beneath them (verified via entity links and not the regular ground check)
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5 Days Ago
Merge from voiceprops
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5 Days Ago
Unsaved
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5 Days Ago
Use a ColliderInfo component to allow bullet penetration through wire mesh instead of controlling it via script
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5 Days Ago
Enable elevator component Kill lift if it gets admin killed and it has no parent
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5 Days Ago
Use InvokeRepeating instead of Update
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5 Days Ago
Merge from main
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6 Days Ago
Cleanup
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6 Days Ago
Fixed some placement and ground watch issues
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6 Days Ago
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