userJarryd Campicancel

13,982 Commits over 2,527 Days - 0.23cph!

4 Months Ago
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
4 Months Ago
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
4 Months Ago
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4 Months Ago
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4 Months Ago
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
4 Months Ago
Merge from fix_guid_null_primitive
4 Months Ago
Merge from fix_paste_mountable
4 Months Ago
Merge from heli_fixcars_changes_2
4 Months Ago
Include any SkeletonProperties referenced models as well
4 Months Ago
Scan the project for animations we need on the server every build
4 Months Ago
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
4 Months Ago
Ballista right hand IK now reflects rotation Updated right hand IK target on static and mobile ballista
4 Months Ago
Remove the ShieldHeldEntityOffset component from the python Add ShieldHeldEntityOffset to HCR
4 Months Ago
Include magnet crane and door animations in server build
4 Months Ago
Merge from main
4 Months Ago
Merge from fix_console_log_startup
4 Months Ago
Merge from parachute_hotbar
4 Months Ago
Merge from boat_aim_sway
4 Months Ago
Merge from growable_menu_changes
4 Months Ago
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4 Months Ago
Preserve the RMB behaviour when cloning plants
4 Months Ago
Merge from main
4 Months Ago
Player model equip tool no longer requires a PlayerModel, will work on any hierarchy with a l_prop, r_prop, l_hand and r_hand
4 Months Ago
Merge from pm_equip_tool
4 Months Ago
Continue to apply boat based sway while firing
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
Merge from fix_steam_nickname_bag
4 Months Ago
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4 Months Ago
Merge from ghostship_phys_improvements
4 Months Ago
Merge from drone_deploy_guide_fix
4 Months Ago
Merge from fallback_fishing_spawn
4 Months Ago
Added additional fallback positions to both harbors using a new SpawnPointFallback tag These will only be used if no procedural spawn points and no fishing village spawn points could be found
4 Months Ago
Make it private so it works better with domain reload
4 Months Ago
Added 16 fallback spawn points to each fishing village Players will be spawned at these points if the server fails to find a spawn point for any reason
4 Months Ago
Bypass AI animations again Bypass modular car garage animation
4 Months Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
4 Months Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
4 Months Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
4 Months Ago
Merge from modular_boats_rw
4 Months Ago
Merge from hackweek_boxsorting
4 Months Ago
Merge from fix_grenade_split_world_skin
4 Months Ago
Merge from coconut_collider_fix
4 Months Ago
Merge from collectable_optim_pass
4 Months Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower