userJarryd Campicancel

13,501 Commits over 2,435 Days - 0.23cph!

Just Now
Adjusted position of square hatch to match the regular hatch
9 Minutes Ago
Merge from ladder_hatch_offset_fix
23 Minutes Ago
Merge from main
29 Minutes Ago
Merge from divesite_e_crate_adjustments
31 Minutes Ago
Merge from easter2026_dlc
33 Minutes Ago
Merge from coloured_buttons
35 Minutes Ago
Merge from shield_recoil_fix
40 Minutes Ago
Fixed shields causing recoil to the attacking player when hit with ranged weapons, should only happen for melee hits
4 Hours Ago
Merge from fog_map_edge_fix
4 Hours Ago
Possibly fixed small strip of pixels that get revealed on the far edge of the map when fog of war is active
5 Hours Ago
Added a button to clear the current attachment
Today
Merge from egg_demo_fix
Today
Easter and halloween event UI can now be left active, the appropriate UI will turn on based on the active event Saves us switching them over twice a year
Today
Merge from egg_demo_fix
Today
Better fix for Top bunnies leaderboard in demo
Today
Merge from egg_demo_fix
Today
Remove EggUpdater, replace with a PersistentObjectWorkQueue Unsure how this is breaking in builds, at lteast this is a simpler approach
Today
Added an Attachment label, use this to populate the Icon Renderer
Today
Fix missing attachment slot on manager Add ownership check to Picker
Today
Update attachment visibility if player changes perspective
Yesterday
Cache animation clip values on the RootMotionData class, access those instead of the direct animation clip at runtime Strip all AI meshes from the server (including animations)
Yesterday
Merge from hackweek_server_mesh_cull
Yesterday
Compile fix
Yesterday
Commit 2/2
Yesterday
Added an editor test to check all mesh colliders on every prefab in the project for the r/w flag This is going to be a trickier issue to debug now that non r/w meshes are being stripped from the server - in the past they would throw an error on startup which would make it easy to find offending meshes, but now they will just not collide with anything Checks 4095 prefabs, takes about 10 minutes Enabled r/w on 32 meshes, test passes Commit 1/2 because of plastic
Yesterday
Merge from main
Yesterday
Merge from egg_demo_fix
Yesterday
Fixed easter eggs not rotating in demos
Yesterday
Merge from conveyor_min_fix
Yesterday
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
Yesterday
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred Added a test for this case
Yesterday
Don't show the world version of an attachment if we're in first person (it was floating in the air)
Yesterday
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
Yesterday
Merge from main
Yesterday
Decent enough workflow pss for evaluation After editing a shot the shot is reopened and edit settings reset Overwrite the existing slot Fixes
Yesterday
First pass on recording new data into a track UI kinda functional
2 Days Ago
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
2 Days Ago
Merge from armored_ladder_hatch
2 Days Ago
Cleanup
2 Days Ago
If an effect is going to be parented to a scaled bone, reparent the effect to the root object Fixes Look rotation errors when shooting scaled mesh colliders
2 Days Ago
Added door controller slots to the outside of the armored hatches
2 Days Ago
Expanded renderer bounds on the ladder hatch skinned meshes
3 Days Ago
Build compile fix
3 Days Ago
Merge from armored_ladder_hatch
3 Days Ago
Merge from engine_missing_parts_tooltip
3 Days Ago
Added a tooltip when a slot is missing in the engine loot panel
3 Days Ago
Setup a material and colour mask
3 Days Ago
Merge form armoured_ladder_hatch
3 Days Ago
Add door controller sockets to both hatches
3 Days Ago
Fixed hatch not being visible to icon renderer because it was named LOD1 (we should always start from LOD0) Updated Icon Renderer to open ladder hatches when taking a screenshot