userJarryd Campicancel

13,656 Commits over 2,741 Days - 0.21cph!

2 Years Ago
Ran S2P on all named monuments with prevent building volumes, no monument scene files were changed Made a new S2P menu option to only update monuuments with the above conditions, commented it out though since this should only be needed once
2 Years Ago
Map mode change
2 Years Ago
Merge from improved_monument_proximity_warnings
2 Years Ago
Merge from main
2 Years Ago
WIP on a tool to trim out LOD faces that likely won't be visible
2 Years Ago
Revert manifest and plugins to match main
2 Years Ago
Removed jobs renderer system Move UnwrapBaker to plugins, made it editor only Fixed MeshLods getting modified by HLOD before they can Init
2 Years Ago
Ensure LODS are removed from the culling system when under the control of a HLOD
2 Years Ago
Fixed MeshLOD components not getting properly disabled by HLOD
2 Years Ago
Merge from main
2 Years Ago
Fixed admin UGC browser delete button not working
2 Years Ago
Added new PreventBuildingMonumentTag, use that instead of a general radius check when determining when to show the "Cannot build this close to..." message A component with a reference to the MonumentInfo is required as in builds we flatten the hierarchy completely Scene2Prefab will automatically apply these components to relevant colliders during the S2P process (so we'll need to S2P all the monuments before this change will take effect)
2 Years Ago
Sprays will no longer respect the Decay.upkeep_inside_decay_scale convar, they wiill always decay based on Global.SprayDuration even if they are indoors
2 Years Ago
Prevent incorrect decay calculation if global.SprayDuration is set to 0
2 Years Ago
FIx avatar switcher cancelling the current animation
2 Years Ago
Added AvatarSwitcher state machine component that switches the avatar of an animator when the state machine enters that state
2 Years Ago
SetHorseBreed now only requires admin (was developer only)
2 Years Ago
Add global.consolescale to change the font size in the console window
2 Years Ago
Don't allow sell order listings of genetic clones for multiple items, clones must be listed for a price per unit example: listing 6 clones for a price of 6 wood = not allowed listing 1 clone for 1 wood = allowed, and player can still purchase all 6 clones in one transaction
2 Years Ago
Merge from main
2 Years Ago
Add global.ClearSpraysAtPositionInRadius to remove sprays via Rcon
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
Add global.useSingleItemPickupNotice (defaults to true), uses a single item pickup notice and upates it with the amount collected if multiple resources are picked up quickly (should improve performance when using rapid collection tools like the jackhammer)
2 Years Ago
Typo fix
2 Years Ago
Added fire and animated lights to the light barrels Fix not being able to open a note more than once, don't allow movement while a note is open Improve note display New newspaper, better game over screen Fix nav error in sewers, final-ish map update
2 Years Ago
Fix missing resource directories, map stuff Don't run player input if DevCam is active Zombies attack targets better when spawned Merge branch 'main' of HackWeek_TerryHorror Map updates Map updates
2 Years Ago
Compile fix Merge branch 'main' of HackWeek_TerryHorror
2 Years Ago
Adjust speed based on walk animation Set anim look at values to be unsmoothed
2 Years Ago
Zombie movement ignores debris Map updates, flesh out sewer area Merge branch 'main' of HackWeek_TerryHorror
2 Years Ago
Fix warnings Switch anim choice nodes back to selector, move parameter sets to OnAnimGraphCreated Apply hit force when shooting zombies, copy bone positions to ragdolls
2 Years Ago
Name change Merge branch 'main' of HackWeek_TerryHorror
2 Years Ago
Map stuff Rotate player with a slerp Better interact widget placement Map updates Use choice nodes instead of selectors for anim randomisation
2 Years Ago
Add sparks to the fusebox, stagger zombie AI scans
2 Years Ago
Map wip Build map, ch47, exit trigger, game over page Fix game over UI, show time taken to complete level Lock on should now be more "sticky" and not dither between multiple targets Thumbnail First area detailing
2 Years Ago
More map stuff Map fixes Note stuff More map stuff
2 Years Ago
Extremely hacky approach to make sure zombie anim states are in sync
2 Years Ago
Increase max ESP player info budget time to 5ms
2 Years Ago
Lower lock on pos to hit new animations Map changes, interact widget is screen space Temp note work
2 Years Ago
Added another zombie spawn mode Increase sprint speed (420->520) More map wip More map wip
2 Years Ago
Change zombie clothing, use clothing on ragdolls WIP map stuff, rust sedan model
2 Years Ago
Add chat, add zombie surprise events Zombies make a noise when they notice you Merge branch 'main' of HackWeek_TerryHorror
2 Years Ago
Enable clothing, fuse positioning
2 Years Ago
Weapon raise/lower
2 Years Ago
Fuse and fusebox rust props Fixed slow gravity Fuse and fuse box Merge branch 'main' of HackWeek_TerryHorror
2 Years Ago
Store lock on entity as well Fix shooting at feet WIP garage door
2 Years Ago
More map stuff Health icon Fix being able to lock on to zombies through walls Unsaved Basic soundscape for some ambience Fixed item icons
2 Years Ago
Health pickup Lots more map stuff, health pickup fixes, don't aggro to player if no line of sight
2 Years Ago
Quick lighting pass