userJarryd Campicancel

11,819 Commits over 2,466 Days - 0.20cph!

3 Years Ago
Static elevators now default to the go to top/bottom option (can still go floor by floor by opening the full interact menu) Fixed go to top/bottom using the same description phrases as the single floor option
3 Years Ago
Fix incorrect gib offset calculation on entities with multiple gibbable components on child objects that are moved/rotated
3 Years Ago
Trying out some more ways to bypass hold/deploy animations
3 Years Ago
Added three slot machines to bandit town
3 Years Ago
Cache connection count
3 Years Ago
Fix not logging scrap spent on failed spins Pulse emission material after a win
3 Years Ago
Adjust sprite material on payout widgets to change intensity based on time of day, they were getting way too shiny when lit by light sources at night
3 Years Ago
Merge from main
3 Years Ago
Hook up new jackpot particle effect Spawn particle effect parented to slot machine so it gets aligned properly
3 Years Ago
Disable server side gameobject enabling/disabling every frame on hot air balloons Refactor floating junkpiles to not run buoyancy if no players are nearby (player check is run in object queue so should scale appropriately) Remove some allocations in ObjectWorkQueue
3 Years Ago
Remove gibbable component (static elevator lift is immortal) Cleaned up some colliders and fixed physics surface
3 Years Ago
Fixed jittering when travelling down in the static elevator
3 Years Ago
Remove a redundant IsInvoking check
3 Years Ago
Merge from slots
3 Years Ago
Cleanup
3 Years Ago
More foot ik work: Remove new trigger added this morning Fixed foot placement IK ray mask hitting incorrect vehicle layers IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required) This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
3 Years Ago
Fixed hand IK grip targets in workcart cabin
3 Years Ago
Add foot IK trigger to workcarts
3 Years Ago
Fix foot ik changes not applying while parented (whoops)
3 Years Ago
Fixed case where inaccurate spins remaining would display in slots UI
3 Years Ago
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance Added the new trigger to the static elevator lift
3 Years Ago
Setup assets for more existing gestures Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture Added support for specifying the layer of a gesture Fixed up some misconfigured animations on the player animator
3 Years Ago
Fixed not being able to spin on slot machine if it had scrap in it before the client connected
3 Years Ago
Fixed spins not animating if player dismounts while spin in process Fixed reel positions in the wrong visual location when loading on the client
3 Years Ago
Merge from main
3 Years Ago
Fixed shading of item icons on slot machine UI
3 Years Ago
Fixed being able to open scrap storage on neighbouring slot machines
3 Years Ago
Raised dismount points slightly so they're not blocked by ground
3 Years Ago
Merge from slots
3 Years Ago
Icons, fixed NRE's when using a gesture with nothing equipped
3 Years Ago
Moved the door manipulator on one of the stairwells
3 Years Ago
Increased elevator speed per metre (1.5 -> 2.5)
3 Years Ago
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky) Moved the gesture configs into a scriptable object Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
3 Years Ago
Revert unintended craggy change
3 Years Ago
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
3 Years Ago
Replaced all of the elevator buttons
3 Years Ago
Merge from workcart/button (stomped button placement, will need to reapply)
3 Years Ago
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3 Years Ago
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3 Years Ago
Remove accidental throw in ServerMgr Invoke the boat flag change and remove the per frame check so the latest flags are always set Don't use a local boolean when adding to queues, just rely on the builtin contains check
3 Years Ago
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3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
3 Years Ago
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