userJarryd Campicancel

13,105 Commits over 2,831 Days - 0.19cph!

3 Years Ago
Merge from main
3 Years Ago
Remove "NeedsSteamItem" toggle on ItemBlueprint, blueprint now reads ItemDef and checks the steamItem field Added "Tools/Skins/Find redirect issues" Fixed some issues with DLC handling
3 Years Ago
Spray can, tomaha fixes
3 Years Ago
Prevent duplicates appearing in the skin picker in some cases
3 Years Ago
Repair bench now works with redirects without skin assets
3 Years Ago
Possible fix for world pos info not showing world info non-admins
3 Years Ago
First pass on allowing redirect skin items to work without skin assets Added support for crafting Items via craft menu
3 Years Ago
Lumberjack tools are no longer craftable (they now appear as skins to hatchet, pickaxe, etc)
3 Years Ago
Lumberjack tool skin files
3 Years Ago
Electric furnace boilerplate
3 Years Ago
Crafter will finish any outstanding crafts if the game was saved mid-craft, preventing material losses
3 Years Ago
Add a progress readout to the crafter loot panel
3 Years Ago
Vending machines and dropboxes are now compatible with storage adaptors
3 Years Ago
Conveyor now draws exclusively from output slots of crafter
3 Years Ago
Industrial Crafter now requires power to run and can be toggled on/off, includes a toggle IO port
3 Years Ago
Conveyor now requires power to function, can be switched on/off Added a toggle IO input for smart switch integration
3 Years Ago
Add crafting slots to all 3 workbenches Fixed some item handling bugs with the industrial crafter
3 Years Ago
First pass on filter system for conveyors, can specify up to 5 items that an item conveyor will allow to pass
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Adjust spray can description to remove mention of inserting attachments
3 Years Ago
Fix lumberjack hazmat geometry being visible in eyes view (while downed)
3 Years Ago
Fixed missing sfx on new hatchet/pickaxes
3 Years Ago
Unsaved
3 Years Ago
First pass on crafter loot panel Add support for Inventory loadouts to include blueprints Restrict blueprint slot of crafter
3 Years Ago
Merge from main
3 Years Ago
Typo fix
3 Years Ago
Fixed incorrect weather effect interval change from yesterday
3 Years Ago
Merge from static_group
3 Years Ago
Disable static colliders on HLOD affected meshes (very experimental, probably going to cause issues)
3 Years Ago
NPC corpses will no longer use streamer mode names in their loot panel if streamer mode is active
3 Years Ago
Fix NPC ragdoll clothing going missing if a player leaves and enters network range Dead NPC's will no longer display clothing/belt rows in the loot panel
3 Years Ago
Fixed code locks appearing incorrectly when using authcount command
3 Years Ago
Merge from invoke_performance
3 Years Ago
Default invoke performance tracking to false
3 Years Ago
Merge from invoke_performance
3 Years Ago
Space out weather effect invokes more when the intensity drops to 0 (x5) Might make weather effects slightly less responsive when increasing from 0 intensity but should reduce the frequency that these effects are processed when they don't need to be Don't allow the FadingToggle invoke in AmbientLightLOD to run during loading screens
3 Years Ago
Expose to convar (debug.invokePerformanceTracking and debug.invokePerformanceThreshold)
3 Years Ago
Some initial tests on an Invoke performance monitor, prints out all the invokes and the time taken per invoke if the total time takes more than 0.5ms in a frame Created an InvokeSpammer
3 Years Ago
Merge from static_group
3 Years Ago
Update swamp_c, harbor_1 and launch_site after merge
3 Years Ago
Merge from main
3 Years Ago
Split count functionality into two convars, entcount and authcount AuthCount returns entities that the player is authed to, regardless of whether they placed it EntCount returns all entities that the player has placed
3 Years Ago
Fixed incorrect user id check in entcount convar
3 Years Ago
Added ID column to entcount convar results
3 Years Ago
Flashing train tunnel barricade lights no longer flash if the player is more than 30m above the lights (on the surface) Each toggle was taking 0.3-0.5ms
3 Years Ago
Merge from static_group
3 Years Ago
Merge from main
3 Years Ago
Clear queues when enabling/disabling hlod Add graphics.PrintLodQueues for debugging
3 Years Ago
Move LightGroupAtTime work queue processing to LateUpdate (it has physics lookups for IO entity connections now so it should happen here to elimiate physics syncs) Don't run the IO entity physics lookup more than once every 8-12s, these light groups were running every frame on monuments that are out of network range since the client side IO entities didn't exist