userJarryd Campicancel

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

3 Months Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
3 Months Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
3 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
3 Months Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
3 Months Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
3 Months Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
3 Months Ago
Remove the mention of floating bottles on the load screen tips
3 Months Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
Disable underwater blur when using underwater_cinematic convar
3 Months Ago
Added prop opffset support when holding a left hand dominant entity
3 Months Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
3 Months Ago
Rebuild manifest, includes missing cliff rocks
3 Months Ago
Remove old spineIkAimOffset system, superseded by new components
3 Months Ago
Fixed left hand IK not getting applied when switching between weapons
3 Months Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
3 Months Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
3 Months Ago
Unsaved changes
3 Months Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
3 Months Ago
Removed some leftover logs
3 Months Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
3 Months Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
3 Months Ago
Fix blunderbuss hammers flicking back at the end of the reload
3 Months Ago
WIP pistol aimpose setup (using python as test)
3 Months Ago
Fixed not being able to switch to weapons that aren't using v2
3 Months Ago
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
3 Months Ago
Merge from parent
3 Months Ago
Merge from parent
3 Months Ago
Update player animator
3 Months Ago
More merge fixes
3 Months Ago
Client and None compile fixes
3 Months Ago
Merge fixes
3 Months Ago
Merge from main
3 Months Ago
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
3 Months Ago
Merge from main
3 Months Ago
Fix water well NPC refreshing sell orders when server restarts
3 Months Ago
Fix DPV appearing in crafting menu in tutorial
3 Months Ago
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3 Months Ago
▌▇▊▇▆▌▊▉▊▊▋ █▅█▇▆ ▊▄▋▄▅ ▌▄▌▋▇▊▍: █▆▄▋▅ ▅▋▍▋▋▍▆▉ ▌█▆▌▊▅█ ▄▉▉▋█▆▉▄▇▌▉▌▆▋▄█▉▄ ▆▄▋▇█ ▍▅▉█▆█ ▌▍▄ ▅▅▌▌▊▇▆▍ ▉▊▊▍▅▄▍▋▌▍ ▊▌█▅ ▊▊▅ ▊▉▍▋▇▊, ▉▌█▋ ▄▌▅▌'▅ ▋▇█▄ ▋█▋▄▉ ▊▇█▅▅ ▊ ▍▉▆ ▋▍▋▆▅▆▄▅ ▅▊▇▌ ▍▊ ▅█▄▄▋▊▍▊, ▍▉ ▇▅▍▆ ▇▊▌▌▉ ▊█▌▇ ▉▆▅▄▉▆▄▋ ▋▋▋▆▊▅▊▅▌ ▆▄▄▆ ▍▄▇▌ ▋▉▌▉ ▆▆▆ ▇▅▉▌▊ ▉▇█▌▌▊ ▇▆▍▋█ ▅▊▋█▇ ▋▅▊▅▋ ▆▌▋▆▅▉ ▉█▍ ▉▊▋ █▇▌ ▊▆▇▆▊▅▌▄▅▊▌ ▉▌▍▉▍▍▊▍ ▇▉ ▋▉▊▅ ▌▋▍▅▋ █▅█▉▋ ▉▋▇ █▉▇▌▊▉▇▍ ▊▉█ ▉▋▄ ▉▍ ▇▌▊ ▋▅▌▇ ▍▌▇▆▋▅▆▅ ▍▆▉▅▇ ▄▋ ▅▄▇ ▅▅▆█▉▄ ▇▉█▆▌▌▄▅▊ ▆▇▍▆▇ ▉▌█▇█▇▅ ▌▆▍ ▉▋▊▇▍▊▄█ ▆▆ ▌▅ ▊▄▇ ▄▆ ▇▉▄▊▋▌▊ ▋▇▋ ▍▄▆▌▉ ▇▉▊ ▄▆ ▊▅▍▅▌▊▄ ▉█▅█▄▇ ▅▋▆, ▅▆▌▍▍▉ ▊▍▅█▄ █.▆-▌.▅ ▇▆▌▉▆▊▍ ▋▄▌▅▇▆▇ ▍▊▄▄▆▅ ▇▌▅▆ ▄▉▄▍█▊▉▆ ▉▍▄▋ ▉▉ ▉▊▅ █▋▄▌▆▇ ▊▅▌▍ ▇▄▋▌ ▉▄ ▉.▉▊▊
3 Months Ago
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
3 Months Ago
More merge fixes, including updating the animator. RPS now fully functional
3 Months Ago
Reapply gesture code changes and fixed up gesture picker in the menu
3 Months Ago
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
3 Months Ago
Fixed positioning on fan mesh on worldmodel Fixed worldmodel missing outline and adjusted collider size
3 Months Ago
Merge from main
3 Months Ago
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
3 Months Ago
Set frontier hatchet to unlock via frontier hazmat