userJarryd Campicancel

12,038 Commits over 2,496 Days - 0.20cph!

4 Months Ago
Adjust m39 height on backpack
4 Months Ago
Adjust m39 height on backpack
4 Months Ago
Improved holster positioning on m4 shotgun, double shotgun, hmlmg, flamethrower
4 Months Ago
Updated backpack positioning on all pickaxes, hatchets, jackhammer, fishing rod and chainsaw
4 Months Ago
Add global.showDeathMarkerOnCompass convar
4 Months Ago
Added debug.rpcStatTracking Tracks how long each RPC takes over time, inclusing minimum and maximum timings Added debug.PrintRpcStatTracking that prints all of the saved info, including the average time spent per rpc Added debug.ClearRpcStatTracking to clear any saved data
4 Months Ago
Extend transition durations Fixed npc anims not looping Fixed case where OnConversationEnded wouldn't get called
4 Months Ago
Fix new tag not appearing on first boot due to time restriction
4 Months Ago
Update item store new items check to run every 30s instead of every frame while the main menu is open, saves 0.8-2ms a frame and 96b of garbage This wouldn't have run while the menu was closed, so will have no regular gameplay performance impact
4 Months Ago
Add support for a player model to be put into cinematic mode with a custom animator instead of the cinematic animator, allows for custom animators per npc Add cusotm animator for tutorial npc with just the states we need
4 Months Ago
Merge from main
4 Months Ago
Apply to bandages as well
4 Months Ago
Applied player only ItemModEntity behaviour on 349 entities
4 Months Ago
Merge from main
4 Months Ago
Updated meta files for new animations
4 Months Ago
Merge from main
4 Months Ago
Make the blood on screen UI elements that appear when getting shot poolable, reduces GC allocation (30.6kb -> 1.7kb) and execution time (0.52ms -> 0.19ms) Applied to both the red blood and white censored version
4 Months Ago
Optimise the backpack reparent process so it uses the faster id based bone lookup
4 Months Ago
Readded the backpack slot enum to allow for per backpack left and right backpack slot offsets Slightly adjust the right hand side of the large backpack to better fit the new dimensions
4 Months Ago
Set up side holstering on large backpack
4 Months Ago
Merge from backpacks/player_remains
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
Updated particle system IK to respect arc shape settings Not 1:1 for regular behaviour, but pretty close
4 Months Ago
Fixed deployed pump jacks not working, re-enabled old oil behaviour
4 Months Ago
Update unused mining quarry deployable (for modding, not vanilla)
4 Months Ago
Merge from backpacks/side_holster
4 Months Ago
Set up initial individual backpack offsets for all weapons
4 Months Ago
Remove backpack slot field
4 Months Ago
Use backpack specific offsets on each weapon holster info Apply specific rotation/offsets for both rocket launchers
4 Months Ago
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
4 Months Ago
Initial implementation of new player remains bag model Show closed state if bag hasn't been opened Show open state once bag has been opened Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
4 Months Ago
Merge from backpacks
4 Months Ago
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4 Months Ago
Reduce strict time limit back down to x3 frame budget
4 Months Ago
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build) Fixed some cases where the strict time limit wasn't being enforced properly
4 Months Ago
Merge from main
4 Months Ago
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin
4 Months Ago
Merge from tutorial_island
4 Months Ago
Show a ping for the campfire and furnace mission step
4 Months Ago
Replace the metal frags step with a requirement to produce 10 frags, rather than have 100 in your inventory
4 Months Ago
Fixed tutorial loot barrel throwing r/w gib errors
4 Months Ago
Add more crafting propmts to help text (low grade and hammer) Add a sprinting help popup
4 Months Ago
Reduce crafting times by 75% while in tutorial
4 Months Ago
Split tutorial help prompt triggers out into standalone gameobjects per trigger, loading multiple onto the same trigger volume seems unreliable
4 Months Ago
Added ability for deploy objectives to look up using item defs instead of just BaseEntity (still need to support BaseEntity due to building blocks) TutorialBuildTargets can now detect redirect skins
4 Months Ago
Make initial crafting objective use proper item names eg. "Stone Pickaxe" rather than just "pickaxe" Update dialogue for NPC in build base convo to more accurately reflect where the base is now Update soft side help text to mention x shaped structure Capitalise bandage on kill the bear mission
4 Months Ago
Merge from main