userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

2 Months Ago
Merge from main
2 Months Ago
Merge from halloween24
2 Months Ago
Can now collect Scarecrow heads with skinning knife
2 Months Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
2 Months Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
2 Months Ago
Don't show NPC vending machine names
2 Months Ago
Merge from main
2 Months Ago
Fixed some duplicate arms
2 Months Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
2 Months Ago
Add a per layer weight slider
2 Months Ago
Merge from elevator_world_deploy_fix
2 Months Ago
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
2 Months Ago
PrefabReplacer now has a string lookup mode as well as it's normal selection mode String lookup mode can include inactive objects, as well as exact matches All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
2 Months Ago
Merge from main
2 Months Ago
Add Facepunch.AdditiveTimeline plugin
2 Months Ago
Merge from set_local_player_visible
2 Months Ago
Merge from demo_shot_delete_fix
2 Months Ago
Fixed error when deleting a folder with demo shots inside
2 Months Ago
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
2 Months Ago
ForceDetailColour script now defaults to white with 100% alpha
2 Months Ago
SaveShotFolderAsAnim command now accepts a string parameter, if provided only shots in the provided folder will be saved. Passing no string will save shots in the root folder Added SaveAllShotsAsAnim, exports all shots regardless of folder
2 Months Ago
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
2 Months Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
2 Months Ago
Item icons
2 Months Ago
Wooden shield variant setup
2 Months Ago
Set up improvised shield prefab variants
2 Months Ago
Merge from main
2 Months Ago
Show vending machine names in the F1 UGC panel
2 Months Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
2 Months Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
2 Months Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
2 Months Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
2 Months Ago
Merge from radtown_monument_fixes
2 Months Ago
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
3 Months Ago
Some folder restructuring now that we have actual assets
3 Months Ago
Reapply animator changes
3 Months Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
3 Months Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
3 Months Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
3 Months Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
3 Months Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
3 Months Ago
Fixed some placeholder stuff for gesture slots that are empty
3 Months Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
3 Months Ago
Merge from main
3 Months Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
3 Months Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
3 Months Ago
Fixed large stables vendor getting killed on server restart
3 Months Ago
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