userJarryd Campicancel

12,549 Commits over 2,557 Days - 0.20cph!

Today
Cabling now works with new parenting structure
Today
Merge from main
Today
Merge from pickup_item_number_size
Today
Fixed the red item dropped messages appearing too large
Today
Disable auto sizing on the number field if the item name on an item pickup notice is < 10 characters Don't show the total item amount in brackets if it's the same amount that you just picked up Very minor allocation improvement
Yesterday
Merge from main
Yesterday
Merge from dome_collider_fixes
Yesterday
Merge from dynamic_vendor_pricing
Yesterday
Clamp PriceUpdateFrequency
Yesterday
First pass on separating elevator lifts from their parent entity
Yesterday
Merge from minigun_unload_fix
Yesterday
Merge from simulate_compile_errors
Yesterday
Added OutputPath parameter Added AllowUnsafeBlocks parameter Added a None build as well Added a basic sanity check on the defined constants we get from msbuild to ensure it ran successfully and is up to date
Yesterday
Merge from main
Yesterday
Fix exception when unloading a minigun with exactly 256 bullets currently loaded
Yesterday
Increased LOD distance of walkways on airfield towers, pre HLOD
Yesterday
Another attempt at preventing the homing missile launcher UI from staying on screen when spectating
Yesterday
Possible improvement to number sizing on item pickup UI widgets
2 Days Ago
Merge from main
2 Days Ago
Fixed not being able to skin SB TC back into a regular TC via the spray can
3 Days Ago
Industrial storage adaptors no longer block player movement
3 Days Ago
Merge from block_dof_playback
3 Days Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
3 Days Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
3 Days Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
3 Days Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
3 Days Ago
S2P junkyard and launch site as they also used the offending walkway prefab
3 Days Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
3 Days Ago
Merge from spectator_team_fix
3 Days Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
3 Days Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
3 Days Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
3 Days Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
3 Days Ago
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour) If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
3 Days Ago
Merge from main
4 Days Ago
Update branding
4 Days Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
4 Days Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
4 Days Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
4 Days Ago
Merge from zipliine_improvements
4 Days Ago
Increase max zipline length to 185m (was 175m)
4 Days Ago
Merge from zipline_improvements
4 Days Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
4 Days Ago
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4 Days Ago
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4 Days Ago
4 Days Ago
First pass on browser info
4 Days Ago
Merge from main
5 Days Ago
Merge from main
5 Days Ago
Hook up win and lose animations